First of all, I play engineer only since RoR beginning, so I know how was engineer before and now . I want to make this thread to hear your feedback about Engineer / Magus , and please gives arguments and constructive post. I m not interested of player whining or any dev critical posts .
What's good and bad in those change , how do you feel Engineer / magus from your class PoV .
I give my pov about engineer (I won't talk for magus since I don't play the class and I don't wanna talk about unknow things )
Since live , I think we're all agree to recognize that engineer was a class everyone laughed at , unpowered and only used for Magnet in premade team .
That's why dev start to think about us , and try many thing that's are mostly awesome and great.
What I love in the change :
The last patch was the best : turret are really usefull , every tree are viable and fun , 3 big differents gameplay .
Don't think there much more to do , engineer are able to switch the turrets to adapt the situations .
The things I don't like :
Hard to tell cause I'm happy that my class got buffed .
Please note I want to talk about engi buffs and not about their abilities / keg etc .
[Feedback] Engineer / Magus Changes
[Feedback] Engineer / Magus Changes
Last edited by Grunbag on Fri Dec 09, 2016 7:45 am, edited 1 time in total.
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Re: [Feedback] Engineer / Magus Changes
On live server the turret buff was +4% every 2 sec for a maximum of +20% dmg. Considering all the other bonus a turret gives now, which are nice to make different play styles viable, the change with up to 40% increased damage should be reverted. We should always be careful with percentage based damage increase/decrease.
Dying is no option.
Re: [Feedback] Engineer / Magus Changes
Indeed , but it took twice the time to reach to 40% than live . Did you felt the + 20 % was enough on live for engineer dmg ?Sulorie wrote:On live server the turret buff was +4% every 2 sec for a maximum of +20% dmg. Considering all the other bonus a turret gives now, which are nice to make different play styles viable, the change with up to 40% increased damage should be reverted. We should always be careful with percentage based damage increase/decrease.
Having only 20% for 16sec statics wouldn't be enough imo
Last edited by Grunbag on Fri Dec 09, 2016 7:44 am, edited 1 time in total.
Re: [Feedback] Engineer / Magus Changes
I dont think that the Engie has to much of an Damage boost right now.
Reason:
1.
If you play Sniper with the Gun Turret you are actually weaker then you were two weeks ago.
Your Gunturret melts instantly and your Snipe is back to its 10secs recharge. Also Machine gun are less shots and if you had before played with the BW buff you have now less chance to activate these hit/proc stuff.
So the Sniper is LESS powerfull than two weeks ago.
And two weeks ago there were no OP engineers dominating RvR and the SCs.
2. In RvR your Turret hardly reaches the full 8x stack. Most of the time you are around your 4x or 5x which is your 32%
3. You play a tinkerer in close combat. Your 15% Damage boost is in 45 feet range. True a Tank Tinkerer with an engie friend at his side in an SC can be unmovable and hold them of for quite some time. But that is because you play him to his max with a voiced group. If you are in a running group who dont adopt to tinkerer style you need to be a fast moving Grenadier with redeploy and insta turret.
4. Balancing is not based on 1vs1. Yes now we have a chance against Mara's and We's. But a Tinkerer in RvR is hard to play. At Keep defence you need to almost stand IN the Keeps Door to reach anyone with the 30 feet AoE attacks.
And if you take anything else but a flame turret it is destroyed in 4 seconds by artillery fire.
5. The 20% Damage boost was on live and the Engi was still a gimped class. The 40% Damage bost was introduced on RoR and the Engie was still not on the same lvl as most Rdps. With Range increase that changed. But even with the turret change the Range buff was reduced to a wound low turret. The other two turrets are great, but don't make the engie into something dangerous out of 65 or 30 feet.
Reason:
1.
If you play Sniper with the Gun Turret you are actually weaker then you were two weeks ago.
Your Gunturret melts instantly and your Snipe is back to its 10secs recharge. Also Machine gun are less shots and if you had before played with the BW buff you have now less chance to activate these hit/proc stuff.
So the Sniper is LESS powerfull than two weeks ago.
And two weeks ago there were no OP engineers dominating RvR and the SCs.
2. In RvR your Turret hardly reaches the full 8x stack. Most of the time you are around your 4x or 5x which is your 32%
3. You play a tinkerer in close combat. Your 15% Damage boost is in 45 feet range. True a Tank Tinkerer with an engie friend at his side in an SC can be unmovable and hold them of for quite some time. But that is because you play him to his max with a voiced group. If you are in a running group who dont adopt to tinkerer style you need to be a fast moving Grenadier with redeploy and insta turret.
4. Balancing is not based on 1vs1. Yes now we have a chance against Mara's and We's. But a Tinkerer in RvR is hard to play. At Keep defence you need to almost stand IN the Keeps Door to reach anyone with the 30 feet AoE attacks.
And if you take anything else but a flame turret it is destroyed in 4 seconds by artillery fire.
5. The 20% Damage boost was on live and the Engi was still a gimped class. The 40% Damage bost was introduced on RoR and the Engie was still not on the same lvl as most Rdps. With Range increase that changed. But even with the turret change the Range buff was reduced to a wound low turret. The other two turrets are great, but don't make the engie into something dangerous out of 65 or 30 feet.

Captain Lesti Ardisson - 3rd Bitterstone Thunderers.
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Re: [Feedback] Engineer / Magus Changes
Granted it takes longer to build stacks, which is hardly a problem with redeployment on the move.Grunbag wrote:Indeed , but it took twice the time to reach to 40% than live . Did you felt the + 20 % was enough on live for engineer dmg ?Sulorie wrote:On live server the turret buff was +4% every 2 sec for a maximum of +20% dmg. Considering all the other bonus a turret gives now, which are nice to make different play styles viable, the change with up to 40% increased damage should be reverted. We should always be careful with percentage based damage increase/decrease.
Considering now stack are longer than live I was thinking of reduce it to +32% , same as live +4% every 2 seconds .
Having only 20% for 16sec statics wouldn't be enough imo
Was it a typo with 16 sec as it takes 10sec to build full bonus with 20%?
When both sides are somewhat equal in force or don't wipe the other side completely on first contact you have plenty time to stack 40% bonus and then Rifleman damage becomes ridiculous.
On live I played with successful Rifleman Engis who would be in an even better spot right now in RoR, well "I remember player xy who had no problem with this" isn't contributing to the topic.
Dying is no option.
Re: [Feedback] Engineer / Magus Changes
I think lesti is right . He explains well every difficulty that engineer encounter .Sulorie wrote:Granted it takes longer to build stacks, which is hardly a problem with redeployment on the move.Grunbag wrote:Indeed , but it took twice the time to reach to 40% than live . Did you felt the + 20 % was enough on live for engineer dmg ?Sulorie wrote:On live server the turret buff was +4% every 2 sec for a maximum of +20% dmg. Considering all the other bonus a turret gives now, which are nice to make different play styles viable, the change with up to 40% increased damage should be reverted. We should always be careful with percentage based damage increase/decrease.
Having only 20% for 16sec statics wouldn't be enough imo
Was it a typo with 16 sec as it takes 10sec to build full bonus with 20%?
When both sides are somewhat equal in force or don't wipe the other side completely on first contact you have plenty time to stack 40% bonus and then Rifleman damage becomes ridiculous.
On live I played with successful Rifleman Engis who would be in an even better spot right now in RoR, well "I remember player xy who had no problem with this" isn't contributing to the topic.
No dmg stack took the same time as other buff , so cannot have a dmg stack on 10 sec .
But I mess one point as lesti said , it's hard to reach 8 stack static , gunturret wounds nerf make it weaker so riflemen lose 4 stack quickly when his turret got destroyed . after thinking about all difficulty and recent pet patch , dev has thought about this point and 40% is enough since it's harder to get to it now .
No need to change it .
Re: [Feedback] Engineer / Magus Changes
Ah yes, forgot the pet change not only on wounds but on DPS also.
So the Turrets went from 100dps to your weapon Dps which is near 55.
So far the Sniper Engie who was when they introduced the +50% range increase was the strongest so far. After that it was nerfed a little step by step to todays Sniper.
So the Turrets went from 100dps to your weapon Dps which is near 55.
So far the Sniper Engie who was when they introduced the +50% range increase was the strongest so far. After that it was nerfed a little step by step to todays Sniper.

Captain Lesti Ardisson - 3rd Bitterstone Thunderers.
Full Gallery of Dwarf Weapons and where to find them.
Howto - Reduce Lag, Crashes, Disconects.
Re: [Feedback] Engineer / Magus Changes
Yes ! Never loved the sniper gameplay , so I didn't play it and didn't thought of all the change of this spec recently .
That would be great to have feedback from riflemen now after all those patch ?
That would be great to have feedback from riflemen now after all those patch ?
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Re: [Feedback] Engineer / Magus Changes
I'd just like to say, if engi/maguses problems on live always were because you needed to be a stacking range dps, why just not increase how fast you gain stacks? Or increase the range in which you gain stacks from the pet, this way you could dps and still kite. The essential flaw would be corrected and you could address selective things such as Magus disarm and so on.
But instead it was pushed down this static dps with higher range then enemies detaunt
But instead it was pushed down this static dps with higher range then enemies detaunt

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Martyr's Square: Dureal & Method - Disrespect/It's Orz again
Badlands: Dureal & Alatheus - Exo
Karak-Norn: Sejanus - Blitz/Elementz
Re: [Feedback] Engineer / Magus Changes
You could use alot of the same arguments that got festerbomb nerfed against the added range of engi/magus burst. Large damage reduction abilities being more of a staple in wars meta than any other. Putting the majority of a classes damage outside of one of the most common of these is massive. In many situations you have practically doubled the dps of a spec. Really the range buff is the moment I just gave up on this game ever being balanced.
Last edited by Telen on Fri Dec 09, 2016 3:13 pm, edited 2 times in total.

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