Except for knight and chosen auras or were auras at some point on live not able to overlap?Azarael wrote:The change has nothing to do with the class' balance and everything to do with broadly preserving the state of the classes until T4, btw.porkstar wrote:Bad decision. I think people are sore about getting kited by engines and magus. They just want an easy kill so there you go guys.
Magus' Rend Winds ability - How did it work on live?
Re: Magus' Rend Winds ability - How did it work on live?
Vagreena Auntie Dangercat
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Spoiler:
Penril wrote:So you are saying that a class you never touched is OP?
Go play it before posting about it pal...
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Re: Magus' Rend Winds ability - How did it work on live?
Broadly.
You and I both know that the only reason that change was made is because Twister and macros automated the aura "mechanic".
*makes air quotes*
You and I both know that the only reason that change was made is because Twister and macros automated the aura "mechanic".
*makes air quotes*
Re: Magus' Rend Winds ability - How did it work on live?
The point is that engie and magus were up for a fairly significant makeover in PTS and I believe a cast on the move range attack similar to run and shoot (SH) was part of that and it would make firebomb a good choice. SM and BO were also up for re-works but I'm hearing rumors that instead of buffing other tank classes, the devs in this game will just continue to nerf knight and chosen.Sulorie wrote:Magus and Engi can summon their pets on the move, when using the right tactic, so where is your point?
RW is no weak spell, when you look on its cast time and the not existing cooldown.
Vagreena Auntie Dangercat
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Spoiler:
Penril wrote:So you are saying that a class you never touched is OP?
Go play it before posting about it pal...
Re: Magus' Rend Winds ability - How did it work on live?
Am I then still able to manually "twist" for the overlapping auras then? I haven't been on my knight yet. A ton of abilities are automated by macros/add-ons. It's just the age we live in.Azarael wrote:Broadly.
You and I both know that the only reason that change was made is because Twister and macros automated the aura "mechanic".
*makes air quotes*
Vagreena Auntie Dangercat
Porkstar Hamcat Coolwave
Porkstar Hamcat Coolwave
Spoiler:
Penril wrote:So you are saying that a class you never touched is OP?
Go play it before posting about it pal...
Re: Magus' Rend Winds ability - How did it work on live?
Nope, it was planned to make their pet/turrets castable on the move (freeing one tactic slot for all mobile setups) and to add weapon dps for some spells for magus.porkstar wrote:
The point is that engie and magus were up for a fairly significant makeover in PTS and I believe a cast on the move range attack similar to run and shoot (SH) was part of that and it would make firebomb a good choice.
Dying is no option.
Re: Magus' Rend Winds ability - How did it work on live?
You feign ignorance here and later admit that cast on move pets was getting changed. Hardly constructive. Nobody is going to totally agree how to re-work magus and engie but they will be dealing with the same issues in T4 here that they had on live. I'm only trying to say that the run-up to T4 would be the perfect opportunity to test engie and magus in the current state however accidental it is. It's basically free testing because it takes zero work.Sulorie wrote:Magus and Engi can summon their pets on the move, when using the right tactic, so where is your point?
RW is no weak spell, when you look on its cast time and the not existing cooldown.
Vagreena Auntie Dangercat
Porkstar Hamcat Coolwave
Porkstar Hamcat Coolwave
Spoiler:
Penril wrote:So you are saying that a class you never touched is OP?
Go play it before posting about it pal...
Re: Magus' Rend Winds ability - How did it work on live?
What?porkstar wrote:You feign ignorance here and later admit that cast on move pets was getting changed. Hardly constructive. Nobody is going to totally agree how to re-work magus and engie but they will be dealing with the same issues in T4 here that they had on live. I'm only trying to say that the run-up to T4 would be the perfect opportunity to test engie and magus in the current state however accidental it is. It's basically free testing because it takes zero work.Sulorie wrote:Magus and Engi can summon their pets on the move, when using the right tactic, so where is your point?
RW is no weak spell, when you look on its cast time and the not existing cooldown.
We are talking about RW here, not pet summoning.
The 1.4.9 changes were not written in stone and they are nothing we should copy without thinking about it.
Dying is no option.
Re: Magus' Rend Winds ability - How did it work on live?
You realise, Porkstar, that you can still have 3 auras up permanently, just as you could before? It's even easier as you just toggle all 3 on and you're gd to go. At least that's how it's supposed to be post-patch; if it isn't (think someone mentioned em randomly toggling off), it's a bug which will (presumably) be fixed.
The aura change and making RW castable on the move are vastly different anyway. The former makes essentially no practical difference to knights/chosens (it's actually easier and helps ppl who didn't know about twister), whereas the latter is a strong buff to the ability (imo). It also *may* not fit with the overall intended play style of magus/engi: they're not supposed to be as kitey as SW/SH (as I mentioned in original thread, and jonathanmurphy3 does above), you had to rely more on dots, SVF, lash if you were up close but still trying to keep out of melee.
T1 isn't the place to be deciding to make these changes imo, and just saying "oh magus needs a buff... I know let's make RW castable on the move" def isn't the way to go about it. Who knows, maybe it would be an appropriate change eventually, but it certainly doesn't seem to deal with the issues magus actually had, which were mostly grp-based (dot CDs/gcleansing etc, plus pet mechanic in general and whatever else) - it'd actually buff them where they already excel: soloing (more so for mid to melee magi).
The aura change and making RW castable on the move are vastly different anyway. The former makes essentially no practical difference to knights/chosens (it's actually easier and helps ppl who didn't know about twister), whereas the latter is a strong buff to the ability (imo). It also *may* not fit with the overall intended play style of magus/engi: they're not supposed to be as kitey as SW/SH (as I mentioned in original thread, and jonathanmurphy3 does above), you had to rely more on dots, SVF, lash if you were up close but still trying to keep out of melee.
T1 isn't the place to be deciding to make these changes imo, and just saying "oh magus needs a buff... I know let's make RW castable on the move" def isn't the way to go about it. Who knows, maybe it would be an appropriate change eventually, but it certainly doesn't seem to deal with the issues magus actually had, which were mostly grp-based (dot CDs/gcleansing etc, plus pet mechanic in general and whatever else) - it'd actually buff them where they already excel: soloing (more so for mid to melee magi).
Aetir
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Re: Magus' Rend Winds ability - How did it work on live?
It started with rend wind, expanded to firebomb now its a discussion regarding engie/magus class. The topic expanded as these things normally do and it's not terribly off-topic. I've said my piece. That is all
Vagreena Auntie Dangercat
Porkstar Hamcat Coolwave
Porkstar Hamcat Coolwave
Spoiler:
Penril wrote:So you are saying that a class you never touched is OP?
Go play it before posting about it pal...
Re: Magus' Rend Winds ability - How did it work on live?
Thanks Zealote. I was evidently misinformed about auras. I want to slap some people. Regarding FB and RW, instead of "fixing" these skills, make use of this accidental opportunity and let the abilities ride to T3 or T4. It's free testing and requires no work. If by T3 and T4 people feel its not a good idea, change it then. There's no reason to be taking steps backward in the case of engie/ magus.Zealote wrote:You realise, Porkstar, that you can still have 3 auras up permanently, just as you could before? It's even easier as you just toggle all 3 on and you're gd to go. At least that's how it's supposed to be post-patch; if it isn't (think someone mentioned em randomly toggling off), it's a bug which will (presumably) be fixed.
The aura change and making RW castable on the move are vastly different anyway. The former makes essentially no practical difference to knights/chosens (it's actually easier and helps ppl who didn't know about twister), whereas the latter is a strong buff to the ability (imo). It also *may* not fit with the overall intended play style of magus/engi: they're not supposed to be as kitey as SW/SH (as I mentioned in original thread, and jonathanmurphy3 does above), you had to rely more on dots, SVF, lash if you were up close but still trying to keep out of melee.
T1 isn't the place to be deciding to make these changes imo, and just saying "oh magus needs a buff... I know let's make RW castable on the move" def isn't the way to go about it. Who knows, maybe it would be an appropriate change eventually, but it certainly doesn't seem to deal with the issues magus actually had, which were mostly grp-based (dot CDs/gcleansing etc, plus pet mechanic in general and whatever else) - it'd actually buff them where they already excel: soloing (more so for mid to melee magi).
Vagreena Auntie Dangercat
Porkstar Hamcat Coolwave
Porkstar Hamcat Coolwave
Spoiler:
Penril wrote:So you are saying that a class you never touched is OP?
Go play it before posting about it pal...
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