I didn't say anything about increasing SW range. I was pointing out that even they only get a 10% range buff for Scout Stance, and dont have anywhere near the AoE capability of Engi and Magus. Aside from that they can get a 50% range buff to Skirmish skills only, not all skills, and it requires speccing into that mastery and using a tactic slot for it.7rere7 wrote:SW's increased range ? I doubt they need any more versatility to evade against melee classes.warkaiser wrote:While the Engi / Magus changes are welcome to an extent, i have to say that i think the range increases, especially that much of an increase, may be a bit overboard. Especially considering the fact that we ALREADY have to deal with things like "pets" shooting through walls. This is something that, at the very least should be reserved for that stuff being fixed first. A 50% range boost on turrets that aren't blocked by LoS is just way too easily exploitable in the current state of the game and something that will give too much of an advantage, especially considering all the other tools at their disposal.
Compare this to say an SW who only gets a 10% range buff in Scout Stance, and if specced into it a 50% boost to just Skirmish skills. This gives them 1 spammable, but nerfed by 30% damage AoE, and a couple on cooldowns vs Engi/Magus now having the same range on several AoEs and 150 ft on others.
Maybe another option would be to, similar to SW/SH have the range buff be something in one of the mastery trees and have it only effect the skills associated with that tree. This would require speccing into that tree, and using up a tactic slot to gain such a big range buff to specific skills, rather than just having it buff ALL skills by 50%.
*Side note/question*: Does this range buff also impact range on things such as the radius of healing keg?
I think the range was not specifically focused for spells/abilities, but for a unique effective partnership with the pet,/turret and its master magus / Engie.
Class design for these magus/engie could finally be complete and may seem OP for now,however these classes needed reworked first and foremost,(as AZ has mentioned). Until then ,patience maybe required for other classes to get their time in the sun so they can shine at their full potential.
I played a couple SC's against engies yes they are new and improved but they didn't seem to change the course of the battle. Who know's if a change is in order , I do know the concept is perfectly designed .
Was just thinking that going that route for Engi & Magus, requiring it be specced into with a tactic and only impact skills in a specific tree, might be a better route to go. Seems a bit overboard to give both 20% more damage and such a big range boost, especially since it gives it to both the player and their pet / turret (especially with the currently broken pets and being able to shoot through walls), and all without having to spec into it with masteries or use a tactic. Its a pretty huge boost for free.
I can't really speak yet as to how OP, if at all, this much of a boost is. Im just not a fan of blanket buffs/nerfs like this which dont have limitations to gaining them. I feel that smaller, more tightly controlled adjustments work much better when it comes to balancing things or else you run into OP or UP classes. EA made the mistake of applying blanket nerfs & buffs based on things like archetype of classes or categories of skills (ie: nerfing ALL AoEs because BWs and Sorcs had OP AoEs. it didnt fix the balance, it just made everyone do less damage, but BWs and Sorcs still put out the same ratio compared to others), rather than analyzing individual classes. So at least the devs here are doing that part better than EA was able to manage, I just hope that they will consider the full consequences of giving boosts like this to a classes entire arsenal rather than making small adjustments to individual skills.
Just as an example of what I mean is lets say they felt WH and WE were a bit underpowered and needed a boost, then went and did something like removed the AP drain for stealthing (perma-stealth + full AP when attacking) and only made finishers remove one of their 5 combo points. That would be a quick easy solution to boosting their power quite a bit, but would probably make them somewhat OP vs making small adjustments to the power of individual skills without changing class mechanics to get the balance just right.