Alternate Engie/Magus Pet Bonuses
Alternate Engie/Magus Pet Bonuses
I know Az mentioned that in the future, different pet types would have different stack bonuses instead of all pet types using increased range. Is there a thread started somewhere? If not, when/where will this topic thread exist?
Vagreena Auntie Dangercat
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Penril wrote:So you are saying that a class you never touched is OP?
Go play it before posting about it pal...
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Re: Alternate Engie/Magus Pet Bonuses
Nothing? Ok what about this?
Assuming the standard 40% dmg buff for stacks would still be applied of course.
Grenade turret: Instead of the increased range - X stacks will give X chance for dots to re-apply after either being cleansed or has run it's course (this should apply to all dots even those not in the grenade tree).
Flame turret: Instead of increased range - X stacks decreases cast time by X for all abilities.
Assuming the standard 40% dmg buff for stacks would still be applied of course.
Grenade turret: Instead of the increased range - X stacks will give X chance for dots to re-apply after either being cleansed or has run it's course (this should apply to all dots even those not in the grenade tree).
Flame turret: Instead of increased range - X stacks decreases cast time by X for all abilities.
Vagreena Auntie Dangercat
Porkstar Hamcat Coolwave
Porkstar Hamcat Coolwave
Spoiler:
Penril wrote:So you are saying that a class you never touched is OP?
Go play it before posting about it pal...
- peterthepan3
- Posts: 6509
Re: Alternate Engie/Magus Pet Bonuses
Can't see anyone removing the range buff for a chance to have a semi-potent dot reapplied.
Also tinkerer/demonology is mostly insta casts so i don't see how that change would benefit.
Also tinkerer/demonology is mostly insta casts so i don't see how that change would benefit.
Re: Alternate Engie/Magus Pet Bonuses
The turret buffs affect all skills, not only the ones from their specific trees. So I guess a Rifleman Engi could use Flame turret to spam super-fast Gun Blast. OP though... that's like a perma CQ / FM.peterthepan3 wrote:Can't see anyone removing the range buff for a chance to have a semi-potent dot reapplied.
Also tinkerer/demonology is mostly insta casts so i don't see how that change would benefit.
- roadkillrobin
- Posts: 2773
Re: Alternate Engie/Magus Pet Bonuses
I belive he mentioned that Flamer/Bomb turret reducing DoT duration and reducing DoT tick intervalls.
Re: Alternate Engie/Magus Pet Bonuses
Indeed, that's what Aza said.roadkillrobin wrote:I belive he mentioned that Flamer/Bomb turret reducing DoT duration and reducing DoT tick intervalls.
Re: Alternate Engie/Magus Pet Bonuses
I appreciate what you say.peterthepan3 wrote:Can't see anyone removing the range buff for a chance to have a semi-potent dot reapplied.
Also tinkerer/demonology is mostly insta casts so i don't see how that change would benefit.
Signal Flare with or without 15% damage tactic is worth reapplying. Also, we're talking about a large DoT load much of which needs reapplied frequently so framing it as "one semi-potent dot" isn't exactly accurate. I will agree with you that this buff is "weak" but I wanted to take a stab at the DoT cleanse problem.
I like this suggestion for grenade turret...
or perhaps a combo of re-application and decreased tick intervals.roadkillrobin wrote:I belive he mentioned that Flamer/Bomb turret reducing DoT duration and reducing DoT tick intervalls.
Electromagnet 1s, Bugman's 2s, Lightning rod 1s, firebomb 1s, flashbang 1s, fling explosives 4s. etc. Maybe I'm missing something such as a insta cast tactic?
Vagreena Auntie Dangercat
Porkstar Hamcat Coolwave
Porkstar Hamcat Coolwave
Spoiler:
Penril wrote:So you are saying that a class you never touched is OP?
Go play it before posting about it pal...
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Re: Alternate Engie/Magus Pet Bonuses
But they wouldn't have the assist DPS or debuff from the turret at range due to short range of the flame turret.Penril wrote:The turret buffs affect all skills, not only the ones from their specific trees. So I guess a Rifleman Engi could use Flame turret to spam super-fast Gun Blast. OP though... that's like a perma CQ / FM.peterthepan3 wrote:Can't see anyone removing the range buff for a chance to have a semi-potent dot reapplied.
Also tinkerer/demonology is mostly insta casts so i don't see how that change would benefit.
Vagreena Auntie Dangercat
Porkstar Hamcat Coolwave
Porkstar Hamcat Coolwave
Spoiler:
Penril wrote:So you are saying that a class you never touched is OP?
Go play it before posting about it pal...
Re: Alternate Engie/Magus Pet Bonuses
We were discussing this internally and dropped the idea.
The ideas we floated:
- Reapplication: Rejected because it promotes that god damn group cleanse (abbreviated to GDGC from this point on). If there's a % chance to reapply, the incentive is there to run double WP/double DoK with GDGC on both.
- Reducing the duration and interval of the DoTs: Rejected for same reasons as previous.
- Dumping x% of the remaining damage on the target of a cleansed DoT instantly: Rejected because it was felt to be targeting GDGC too much and to be risky with CW.
- Dumping a flat amount of damage per DoT cleansed on the cleanser: Rejected for same reasons as previous.
- Armor penetration/increased white damage: Doesn't fit either Grenadier or Tinkerer concept.
As you can see, that god damn group cleanse needs to be dealt with in some manner before we can do much here. Frankly, I think both AoE effect application and AoE cleansing of any type should require some kind of skill, risk or setup.
The ideas we floated:
- Reapplication: Rejected because it promotes that god damn group cleanse (abbreviated to GDGC from this point on). If there's a % chance to reapply, the incentive is there to run double WP/double DoK with GDGC on both.
- Reducing the duration and interval of the DoTs: Rejected for same reasons as previous.
- Dumping x% of the remaining damage on the target of a cleansed DoT instantly: Rejected because it was felt to be targeting GDGC too much and to be risky with CW.
- Dumping a flat amount of damage per DoT cleansed on the cleanser: Rejected for same reasons as previous.
- Armor penetration/increased white damage: Doesn't fit either Grenadier or Tinkerer concept.
As you can see, that god damn group cleanse needs to be dealt with in some manner before we can do much here. Frankly, I think both AoE effect application and AoE cleansing of any type should require some kind of skill, risk or setup.
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