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Quality of life change for engi / magus

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Poll: Should well-oiled machine / chaotic attunement be made a core part of the mechanic?

Yes - I agree turrets / daemons should be instant
57
61%
No - It is fine as it is
24
26%
No - We should do something else
11
12%
? - I have no idea what you are talking about
1
1%
Total votes: 93

Foofighter
Posts: 46

Re: Quality of life change for engi / magus

Post#21 » Wed Jul 13, 2016 12:01 pm

i just think most people havent figured out how to play magus and engi, that's why you all say they are not viable because i have seen engies do some crazy stuff with all their staggers and knockbacks knockdowns and so on , i dont think this is at all necessary

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roadkillrobin
Posts: 2773

Re: Quality of life change for engi / magus

Post#22 » Wed Jul 13, 2016 12:16 pm

Foofighter wrote:i just think most people havent figured out how to play magus and engi, that's why you all say they are not viable because i have seen engies do some crazy stuff with all their staggers and knockbacks knockdowns and so on , i dont think this is at all necessary
Preetty much everyone who played these 2 classes at a very top level of playing agrees that the class is underprforming in comparison to all the other dps classees. The reason is VERY simple. Magus/Engíes takes to long to set up their dmg. Burst out of nowere is what kills in this game. These two classes just take to long to set up from scratch. If they get to set up and the fight is actually pretty static, they actually starts to shine. But thats not the nature of this game. People move around way to much and kiting out of range. So Engie/Magus almoast never really get to set up fully.
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sanii
Posts: 193

Re: Quality of life change for engi / magus

Post#23 » Wed Jul 13, 2016 12:21 pm

Foofighter wrote:i just think most people havent figured out how to play magus and engi, that's why you all say they are not viable because i have seen engies do some crazy stuff with all their staggers and knockbacks knockdowns and so on , i dont think this is at all necessary
I have seen shamans kite warbands , i have seen 2h BGs wipe groups of pugs in scenarios with spamming monstrous rending, i have seen dps runepriests top scoreboard charts , i have seen AM being run in premades, i have seen ...

I just think most people haven't figured out how to play x (Insert random class), that's why you all say they are not viable because i have seen it do some crazy stuff.

All jokes aside , people are trying to get those classes into a state where they are viable to the point where they are being ran as a constant part in various groups , and as far as my opinion about the change i liked the suggestion of redeploy being a 0s CD(or just lower then it is now) instead of just having that particular tactic being put in as a base in the engi/magus toolkit , reason being is that having your pet "die" for classes that are designed around those needs to have some drawback attached to it . While engi/magus is in a brittle state, i wouldn't mind giving them something like that , but a change like that will have to be revised ,if in the future the base class is buffed to a potent degree.
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7rere7
Posts: 166

Re: Quality of life change for engi / magus

Post#24 » Wed Jul 13, 2016 1:00 pm

Instant cast for turret and pet would be nice specially casting three second abilities.
I don't know about pet and turret follow ,just doesn't look right how a turret could follow a engi around . Damage bonus for the turret and pet should be 50 foot range instead of 20 ft. The range increase would help keep the damage bonus longer for magus/engi

Foofighter
Posts: 46

Re: Quality of life change for engi / magus

Post#25 » Wed Jul 13, 2016 1:13 pm

i'm just saying the magus offers a different play style then the other range dps, it may under-perform in the role of raw dps but what it brings in respect to the rest is what people should consider, i know you all like dps with big numbers and do the sorc/bw rotation where you drop 8k damage in 1 second but magus and engi have an amount of cc no other rdps has, since those high lvl player you talk understand so much about the class they should be aware that in a 6 man comp with a way to communicate all that cc is viable, but as you see not many care because you would rather do a melee train, it's easier so why not.

i want the same, a balanced game with many viable ways of playing it right now some are easier and some are harder, fact is if you try hard enough most of them are viable currently

Foofighter
Posts: 46

Re: Quality of life change for engi / magus

Post#26 » Wed Jul 13, 2016 1:14 pm

and ofc the game should be balanced for wb vs wb and we all know what one of them pulls and moral dumps can do in rvr

Penril
Posts: 4441

Re: Quality of life change for engi / magus

Post#27 » Wed Jul 13, 2016 1:34 pm

I saw Engie/Magus doing an excellent job as pull bots, therefore the classes are fine.

/thread






/sarcasm

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peterthepan3
Posts: 6509

Re: Quality of life change for engi / magus

Post#28 » Wed Jul 13, 2016 1:39 pm

The reason why such a trivial change as this would be beneficial is because it would enable engineers/magi to choose an alternate tactic. There is simply no reasoning behind having a stationary DPS as weak as these two (sorc/bw do a better job at 'stationary DPS' than us) having to stand still for a 2-second cast time on a weak pet in fast-paced PvP. As of now, if you want to play competitively (lul...magus/engi competitively!) you need this tactic because you simply can't afford to waste 50 AP every 3 seconds while moving, and the cast time itself is meh (even WL can cast their pet on the move iirc?). People saying 'well you can just spawn the pet somewhere, and resummon it!' That's well and all, but doesn't really translate into live PvP where you can't always anticipate/prepare.

I honestly can't understand why anyone would be opposed to such a trivial change that - as the OT states - would only serve as a QoL change.

Coffee I am unsure as to why you find a 2-second cast time on the pet which requires you to be stationary and has a hefty AP cost 'fun', but to each their own.
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Penril
Posts: 4441

Re: Quality of life change for engi / magus

Post#29 » Wed Jul 13, 2016 1:44 pm

And before someone comes and says "yeah but... CC!!!" please link me a screenshot where it has "Crowd Controller" as an archetype on top of Magus/Engies in the character creation screen.

Thanks!

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zumos2
Posts: 441

Re: Quality of life change for engi / magus

Post#30 » Wed Jul 13, 2016 1:56 pm

Penril wrote:And before someone comes and says "yeah but... CC!!!" please link me a screenshot where it has "Crowd Controller" as an archetype on top of Magus/Engies in the character creation screen.

Thanks!
That makes absolutely no sense. That would be the same as saying that ZL/RP do the least healing themselves, thus are the weakest healers. That is saying that tanks shouldn't deal damage, because they are tanks and no damage dealers. The fact that Engineers/Maguses have some good CC should obviously count in towards the balance. That being said, if you look at small scale, tanks and healers generally have enough CC to CC the important enemies at the right times (with staggers, silences, knock downs and knock backs), that you don't really need your dps to do that.

For large scale Engineers/Maguses get their strength out of the CC (pull + Aoe Stun and AoE stagger), besides pretty decent AoE damage.
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