We have a powerful wounds buff that also acts as a barb and is perfect for fulfilling its role, i.e. pbaoe burst with survivability. Demo tree is fine imo.Akalukz wrote:i don't play a magus on this server, on live i played one for years. I feel this is a good change, although imo not quite far enough. Now you need to add some sort of defensive bonus stack for standing still. The number one thing to not do is this game is stand still, and here we are saying in order to play this class to it's potential you must stand still. Maybe multiple pets?
Looks like we are taking first step towards making the class work. magus have heal keg yet?
Patchnotes 07/10/16
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- peterthepan3
- Posts: 6509
Re: Patchnotes 07/10/16

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Re: Patchnotes 07/10/16
Does this work in PVP too? I have on occasion stolen a KB on a player and recieved the medalions, even though that may have been the only hit on the player and have had it happen to me as well. Is this just for PVE hero mobs or will this address all types.Fixed an issue which rendered the code to award the highest-damaging player (or group) the loot of a hero mob almost useless.
-= Agony =-
Re: Patchnotes 07/10/16
There are plenty of skills to be adjusted and modified to be closer to optimal rvr balance, but main problem of magus and engi wasnt range of theyr skills,but theyr mobility in general. Rooting them in place for even more seconds to get benefits and give them gamebreaking range on all skills is even worster,than let them be where they were.
I would like to see some major changes of SH who got also many issues right now). Starting from dissapearing pet(same issue as WL has),thru melee abbilities usable in ranged mode(outside of squig armor) and still dmg scale with strenght,low dmg on squigs which doesnt bring them any closer to SWs and theyr low hp and quick death which leads to malfunction on some CCs(disarm,runaway).One dps class which has +0% dmg/crit dmg modifier if he has his pet presented(only tactic 25% dmg with pet dismissed which lead again to malfunction on some skills and cc). With recent changes definitely weakest rdps and mdps hands down)
I would like to see some major changes of SH who got also many issues right now). Starting from dissapearing pet(same issue as WL has),thru melee abbilities usable in ranged mode(outside of squig armor) and still dmg scale with strenght,low dmg on squigs which doesnt bring them any closer to SWs and theyr low hp and quick death which leads to malfunction on some CCs(disarm,runaway).One dps class which has +0% dmg/crit dmg modifier if he has his pet presented(only tactic 25% dmg with pet dismissed which lead again to malfunction on some skills and cc). With recent changes definitely weakest rdps and mdps hands down)
Last edited by Vdova on Fri Oct 07, 2016 1:17 pm, edited 1 time in total.
Vdova - Witch elf princess of suffer and despair
Re: Patchnotes 07/10/16
Yes, SH has a lot of issues right now (they desperately need some love) and recent changes in mag/eng mechanic will significantly change his place in the food chain but it's not part of this topic.
I say let's give it time people - test it first.
I say let's give it time people - test it first.
Re: Patchnotes 07/10/16
Ever since this came out i'm playing my engie and loving every moment of it. Thx 

xrealmer
Re: Patchnotes 07/10/16
Nice patch.
Im kinda confused how anyone can justify not changing ensnare/flame of fate, there is a reason i and others call it m1 of doom, if it was an m2 i could understand the frustration but its a m1 that used on 12 of 24 classes in the game they cannot remove until they have m2.
As for shaman changes, been playing around with them for few days, it doesnt fix the healing issues shaman have but its a big improvement to how the career mechanics were, imo it helps dps shamans heal there group alot better, doesnt to alot for heal shamans tho.
Im kinda confused how anyone can justify not changing ensnare/flame of fate, there is a reason i and others call it m1 of doom, if it was an m2 i could understand the frustration but its a m1 that used on 12 of 24 classes in the game they cannot remove until they have m2.
As for shaman changes, been playing around with them for few days, it doesnt fix the healing issues shaman have but its a big improvement to how the career mechanics were, imo it helps dps shamans heal there group alot better, doesnt to alot for heal shamans tho.
Morfee - Shaman / Mynnos - Kotbs / Grubod - Black Orc / Snubz - Squig Herder
Re: Patchnotes 07/10/16
Seriously... play the changes on the server, rather than completely misinterpreting the patch notes and putting false theories forward.roadkillrobin wrote:You have to understand that in RVR situations you have to heal yourself as much as the group having that heal cut to 50% is as pretty massive. If these changes go live I will probobly use my dps skills even less then the old build due to the risk of having bad selfheals when **** hits the fan. I get the feeling that these changes were made from a small scale perspective (6-12man) as it has 0 effect on warband scale fights and actually make the classes slightly worse in these situations.Azarael wrote:Incorrect. The group heal's effect against yourself, but not against other players is cut by 50%, and 40% of that is to adjust for the cast time bonus so that the HPS from the group heal is close to what it was pre-patch. The mechanic-powered group heal of a DPS AM or Shaman is far superior at accomplishing its purpose than before as the healing against other players is not only using the contribution from a 2.5s cast group heal, but it's also leveled up to 40 and will scale with total item stat bonus.roadkillrobin wrote:*Gutting groupheals by 50% but boosting casts only by 40% if you have a single mechanic point. Wich means it's even riskier to dps now then it ever was since you can't expand all your points when you need to.
Karak-Norn /// Asildur - RR100 WL /// Marsares - RR95 AM /// Nirnaeth - RR64 SW
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- Posts: 4
Re: Patchnotes 07/10/16
WTB 225ft Doombolt with 50% + dmgToldavf wrote:225 feet range snipe seems legit XD
Re: Patchnotes 07/10/16
I suggest to remove antiroot/antisnares from mdps, since they makes rdps to be weak lol.
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