Regarding Magus and Engineer changes
Posted: Mon Aug 14, 2023 7:59 pm
After nerfing turrets from 40% to 20%, classes began to sag in efficiency.
After breaking the abilities of turrets and demons, classes became almost unplayable.
then the sovereign bonus from 4 parts + 15% crit damage was broken, which further pulled the classes to the bottom
now it is also planned remove turrets buff.
The very concept of buffs from the turret is very good, and in some places it did not work
Regarding the proposed changes so that the classes do not be trash at all:
-Get +40% damage back from the turret
-Fix turret abilities
-Return turret buffs
-Reduce AoE damage done to turrets 10% instead 25%
-About Ranges, all sources inceasing or discreasing will need change on nambers instead percent(second tactik on 2 branch +25ft for 2branch abilityes, pink horror or gun turret will increase range for 5ft per stack,max +25ft, blue horror or flame turret will discrease 4ft per stack, max -20ft)
-Napalm and Fog, have very little effectiveness, since the enemy just needs to get out of it, you need to add 40% slow for the duration of the duration. Not 60% because the duration is equal to the cooldown and it is possible to shift all the time
-In the first branch, each class needs target control, whether it be slow or silent, in addition to disarming, or let the turret have a slow (Pink Demon and Weapon Turret)
-Classes do not have a healer debuff, perhaps the first skill of the second branch will be an interesting option (Seed of Chaos and Sticky Bomb) -50% of the incoming heal
-Instant summoning tactic has no effect on getting stacks, can give 4 stacks out of 8
Specifically for engineer
-Dot Incendiary rounds should not have a cooldown, the Magus analogue dont have cd, 10 sec cooldown with quick heals of the opponent makes this Dot just useless, it is removed and cannot be shifted
-Armour piercing rounds should not have armor piercing but armor piercing like from weapon skills and stack with it, plus 12 seconds is a very small window, need to do 1 hour
-Phosphorous shells need to be able to move away after the cast starts
-It would be possible to give the opportunity to deploy Bugman's best by instant with tactics on the instant turret
-Electromagnet will stay 2 sec after cast on place, and will pull 3 times(initial and every 1 sec) 3-4 person(who not have pull immunes) each time
Specifically for Magus
-Aegis of orange fire initially gave 120 vitality, and the response was for each hit, but now they doubled the amount of survivability but reduced the chance of retaliatory damage by 4 times, I suggest raising the chance of retaliatory damage to 50%, it will be more honest
-Agonizing torrent add a 20% non-removable movement speed effect and allow casting on the move under a fireman and/or blue demon, this will revitalize the rift branch
-Chaotic Rift also allows you to cast on the move if you have stacks of a demon (Blue and/or Flamer), and will pull 6-8 person(who not have pull immunes) on you position(not near)
-Warpfire also allows you to cast on the move if you have demon stacks (Blue and/or fireman), speed up to one tick every 0.5 seconds with disorientation applied
I hope Devs will see this massage
After breaking the abilities of turrets and demons, classes became almost unplayable.
then the sovereign bonus from 4 parts + 15% crit damage was broken, which further pulled the classes to the bottom
now it is also planned remove turrets buff.
The very concept of buffs from the turret is very good, and in some places it did not work
Regarding the proposed changes so that the classes do not be trash at all:
-Get +40% damage back from the turret
-Fix turret abilities
-Return turret buffs
-Reduce AoE damage done to turrets 10% instead 25%
-About Ranges, all sources inceasing or discreasing will need change on nambers instead percent(second tactik on 2 branch +25ft for 2branch abilityes, pink horror or gun turret will increase range for 5ft per stack,max +25ft, blue horror or flame turret will discrease 4ft per stack, max -20ft)
-Napalm and Fog, have very little effectiveness, since the enemy just needs to get out of it, you need to add 40% slow for the duration of the duration. Not 60% because the duration is equal to the cooldown and it is possible to shift all the time
-In the first branch, each class needs target control, whether it be slow or silent, in addition to disarming, or let the turret have a slow (Pink Demon and Weapon Turret)
-Classes do not have a healer debuff, perhaps the first skill of the second branch will be an interesting option (Seed of Chaos and Sticky Bomb) -50% of the incoming heal
-Instant summoning tactic has no effect on getting stacks, can give 4 stacks out of 8
Specifically for engineer
-Dot Incendiary rounds should not have a cooldown, the Magus analogue dont have cd, 10 sec cooldown with quick heals of the opponent makes this Dot just useless, it is removed and cannot be shifted
-Armour piercing rounds should not have armor piercing but armor piercing like from weapon skills and stack with it, plus 12 seconds is a very small window, need to do 1 hour
-Phosphorous shells need to be able to move away after the cast starts
-It would be possible to give the opportunity to deploy Bugman's best by instant with tactics on the instant turret
-Electromagnet will stay 2 sec after cast on place, and will pull 3 times(initial and every 1 sec) 3-4 person(who not have pull immunes) each time
Specifically for Magus
-Aegis of orange fire initially gave 120 vitality, and the response was for each hit, but now they doubled the amount of survivability but reduced the chance of retaliatory damage by 4 times, I suggest raising the chance of retaliatory damage to 50%, it will be more honest
-Agonizing torrent add a 20% non-removable movement speed effect and allow casting on the move under a fireman and/or blue demon, this will revitalize the rift branch
-Chaotic Rift also allows you to cast on the move if you have stacks of a demon (Blue and/or Flamer), and will pull 6-8 person(who not have pull immunes) on you position(not near)
-Warpfire also allows you to cast on the move if you have demon stacks (Blue and/or fireman), speed up to one tick every 0.5 seconds with disorientation applied
I hope Devs will see this massage