Recent Topics

Ads

The Magus/engi buff

Chat about everything else - ask questions, share stories, or just hang out.
User avatar
drmordread
Suspended
Posts: 916

Re: The Magus/engi buff

Post#61 » Mon Oct 10, 2016 6:52 pm

Specialpatrol wrote:
Penril wrote:
Specialpatrol wrote:
It seems like you're just assuming that BWs/Sorcs always have a magical access to group heals. That's is far from the case. And no, I'm not just talking about when you go solo. When in pug scenarios and/or public warbands the reliability of a heal is far from given.

And then the mechanic most definitely becomes a drawback. Add to this a limited amount of CC abilities.
Game is not balanced around solo/pug play.
Oh it isn't?

Tell that to the numerous pug warbands running around every night.

What a very silly argument, indeed.
It is not. The game is balanced around the 6 man organized premade and wb's made from chosen classed that can buff and support each other.

The fact that most people pug / and or solo is actually something that IMO the devs want to end.
Image
Morrdread Ladydread Kickyerbutt Tamorrah Whisperrss SutSut Amniell
Lolyou Tahw Fortuna Sarissa Yiorrrgos
(and eight more to keep you guessing)

Ads
ToXoS
Posts: 671

Re: The Magus/engi buff

Post#62 » Mon Oct 10, 2016 6:53 pm

Specialpatrol wrote:
peterthepan3 wrote:1. When talking about balancing classes and gameplay, it is done so assuming said gameplay is competitive, i.e. you are playing with a group, with healers, with tanks - aka playing to the best of your abilities. In such situations, the sorc/bw mechanic is a non-entity.
2. Same damage in single target and AOE? Are you for real? xDD
1: If the BW/Sorc mechanic is such a non-entity, then why not simply remove it? I'd be down with that.

2: Read more carefully. I said "much of the same" - but with no drawbacks and more CC.
Oh yes, just like a DPS WP can deal "much of the same" damage than a DPS DOK...
"much of the same" means nothing.

User avatar
drmordread
Suspended
Posts: 916

Re: The Magus/engi buff

Post#63 » Mon Oct 10, 2016 6:59 pm

Bluestreak2k5 wrote:
And oh the irony of complaining about squigs when Order have White lions... lmao. Order just wants everything handed to them on a silver platter all the time.

Interesting, because that is exactly what I and others feel destro want all the time. Nerf order and boost destro.

Now I have to admit, I have not played destro in t4 since live, but up till t4 opened up in RoR, I would play both back and forth. I never had a problems with my magus and found it to be equal to my engi. I am going to assume that the case remains the same in t4.
Image
Morrdread Ladydread Kickyerbutt Tamorrah Whisperrss SutSut Amniell
Lolyou Tahw Fortuna Sarissa Yiorrrgos
(and eight more to keep you guessing)

Penril
Posts: 4441

Re: The Magus/engi buff

Post#64 » Mon Oct 10, 2016 7:01 pm

Specialpatrol wrote:
Oh it isn't?

Tell that to the numerous pug warbands running around every night.

What a very silly argument, indeed.
Will gladly do so. I love laughing at people who cry for pug/solo balance.

warkaiser
Posts: 33

Re: The Magus/engi buff

Post#65 » Mon Oct 10, 2016 7:02 pm

peterthepan3 wrote: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.
1) I was using it as an example of just how far the range is and how easily exploitable it is with just a bit of terrain advantage. You're right though, T1 is not T4, in T4 its even worse because you can sit up on top of keeps.

2) I never said it is less than 16 seconds, in fact I confirmed it. The 8 seconds I mntioned was if you still have half of your stacks up when redploying after repositioning, it only takes 8 seconds to get back to full. You do not lose the entire 16 seconds worth of buff instantly.

3) As opposed to which SW AoEs? Oh, the one that they have to give up 30% damage on their Spiral-fletched Arrow (therefore severely reducing their kiting capabilities vs single targets) and use a tactic slot for? You seeing my point yet about no trade-off in exchange for the advantage? BTW, maybe someone can confirm this for me. Does the tactic that Engis (and IIRC Magus have similar) get in their Grenadier tree for +25% range on Grenadier skills also stack with this buff, actually giving them a 75% buff on several AoEs, not just 50%.

4) No, it does not. If you want to keep deploying new instant turrets that's a different matter. You gain the instant redeploy skill for your existing turret in T1. You can fight, reposition, and instantly deploy to maintain your buff and build back up to full in 16 seconds minus however many seconds you were out of your turrets radius for, it does not take 16 seconds to rebuild each time.

@Az - No I understand the BW damage being taken into account with group heals, but in situations where you have targets being focus fired that you need to single heal, youve got to worry about the BW as well. The BW themself also has to constantly worry about whether or not theyre going to get the heals they need to keep up their damage. That was my point. Its a tradeoff/risk vs reward for their damage. The current Engi/Magus buffs are, as I mentioned earlier, not so OP in and of themselves but the fact that they are gained with no additional tradeoff (requiring a mastery, or tactic, or any sort of debuff in exchange vs say the SW tactic which boosts your offensive stats for a decrease in toughness AND uses a tactic slot as 1 example, or needing to spec into and use tactic slot for 50% Skirmish range buff) to gain it makes them so. Its all bonus, no loss. The other RDPS have to give up something in order to reach their peak in nearly every situation.

User avatar
Halhammer
Posts: 300

Re: The Magus/engi buff

Post#66 » Mon Oct 10, 2016 7:02 pm

The Magus has no such abilities to hold the line, and as you say when trying to take a keep, 5 or 10 healing turrets in a group make it that much more impossible.
Um yes. Whoever said they had to? They aint exact mirrors. Also, the fact that everyone and his mom is bombing engis and their turrets now is more than equalizing the effect of a few kegs.
And oh the irony of complaining about squigs when Order have White lions... lmao.
And you are...? Just a magus whining about engis.
Order just wants everything handed to them on a silver platter all the time.


Yea that pretty much says it all. Let's just end it here.
Halhammer - Gundoom - Vewywong et al. of DoE

User avatar
Specialpatrol
Posts: 306

Re: The Magus/engi buff

Post#67 » Mon Oct 10, 2016 7:07 pm

drmordread wrote:
It is not. The game is balanced around the 6 man organized premade and wb's made from chosen classed that can buff and support each other.

The fact that most people pug / and or solo is actually something that IMO the devs want to end.
Oh, I must have missed the memo saying that we're all supposed to run in meta premades. My bad. I take it all back.

On a more serious note, then no, the game was never designed to evolve around highly organized 6-man premades. It was designed to cater to casual play. Because that's where the largest playerbase was to be found. WAR even made an effort out of advertising their public grouping system, where people could pop in and out as they wished.

Getting organized and setting groups up simply gave you an edge over more un-organized groups.

Whether or not the developers here wish to make it more in the line of what you mention, is not something I have picked up on. If that's the case, then yeah, somebody should send the daily puggers a kind memo.
APONYMOUS l WP l R40 l RR8X
BRAKEDOWN l KOTBS l R40 l RR8X
BOILING l BW l R40 l RR8X
PUFFED l SLY l R40 l RR8X
RHYTHM l AM l R40 l RR8X
EEWULL l DOK l R3X l RR4X

User avatar
Specialpatrol
Posts: 306

Re: The Magus/engi buff

Post#68 » Mon Oct 10, 2016 7:08 pm

Penril wrote:
Specialpatrol wrote:
Oh it isn't?

Tell that to the numerous pug warbands running around every night.

What a very silly argument, indeed.
Will gladly do so. I love laughing at people who cry for pug/solo balance.
Good for you. Keep it up!
APONYMOUS l WP l R40 l RR8X
BRAKEDOWN l KOTBS l R40 l RR8X
BOILING l BW l R40 l RR8X
PUFFED l SLY l R40 l RR8X
RHYTHM l AM l R40 l RR8X
EEWULL l DOK l R3X l RR4X

Ads
User avatar
Gobtar
Posts: 799

Re: The Magus/engi buff

Post#69 » Mon Oct 10, 2016 7:14 pm

Specialpatrol wrote:
Spoiler:
Oh, I must have missed the memo saying that we're all supposed to run in meta premades. My bad. I take it all back.

On a more serious note, then no, the game was never designed to evolve around highly organized 6-man premades. It was designed to cater to casual play. Because that's where the largest playerbase was to be found. WAR even made an effort out of advertising their public grouping system, where people could pop in and out as they wished.

Getting organized and setting groups up simply gave you an edge over more un-organized groups.

Whether or not the developers here wish to make it more in the line of what you mention, is not something I have picked up on. If that's the case, then yeah, somebody should send the daily puggers a kind memo
a) Meta is built by the players, they establish how the meta is through factors in and around the game itself. It can change due to states, set-ups and discoveries.
b) This game fundamentally is built on working together and communication, it is viable for Pugs but the apex of this is the premade (be it 6man or warband). This was the natural evolution of the game and it is incentivized at every step.
Image

User avatar
Jaycub
Posts: 3130

Re: The Magus/engi buff

Post#70 » Mon Oct 10, 2016 7:23 pm

K H A I N E S W I T H D R A W A L
<Lords of the Locker Room> <Old School>

Who is online

Users browsing this forum: Bing [Bot], jpzea and 4 guests