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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

User avatar
Karast
Posts: 554

Re: Quality of life change for engi / magus

Post#41 » Wed Jul 13, 2016 2:40 pm

peterthepan3 wrote:I love getting into the thick of battle to apply my mighty snare on all the WLs and WHs...only to die 2 seconds after!
You joke but spanner swipe is solid dps. 800-900 crit, and spammable. Does better dps than firebomb!

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peterthepan3
Posts: 6509

Re: Quality of life change for engi / magus

Post#42 » Wed Jul 13, 2016 2:42 pm

Haha i know; somewhat ironic, no? XD
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grumcajs
Posts: 378

Re: Quality of life change for engi / magus

Post#43 » Wed Jul 13, 2016 2:43 pm

Karast wrote:
peterthepan3 wrote:I love getting into the thick of battle to apply my mighty snare on all the WLs and WHs...only to die 2 seconds after!
You joke but spanner swipe is solid dps. 800-900 crit, and spammable. Does better dps than firebomb!
obiously peterthepan3 never played daemonology tanky magus and just for fun maw mdps to death 1v1 :D

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Jaycub
Posts: 3130

Re: Quality of life change for engi / magus

Post#44 » Wed Jul 13, 2016 2:45 pm

peterthepan3 wrote:I love getting into the thick of battle to apply my mighty snare on all the WLs and WHs...only to die 2 seconds after!
It's not even so much about that, the only snares that really matter in this game right now are BO/Knight AoE snare, and AM/Shaman puddles. But the latter classes are in bad spot in the healing meta and hardly anyone runs them. 1 BO/Knight in your parts is pretty much enough to keep everyone perma snared.

Magus/engineer snare is also ST, magus as a class is I think not something that is every going to be afraid of 1 MDPS on them ever, even a WE/WH. At least I am pretty sure most of us are running builds with upwards of 3k armor, high toughness and just overall a lot more mitigation than a cloth DPS class would entail. Whether that is just from the nature of the class being mostly sustained damage, and having no access to critical damage multipliers means we have more points to spend. Or if it's because unlike other RDPS we usually have to be closer in the fights as even with a tactic a lot of our abilities are 80ft range, or 30ft.
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peterthepan3
Posts: 6509

Re: Quality of life change for engi / magus

Post#45 » Wed Jul 13, 2016 2:46 pm

Tank magus 1v1 pro. Nerf now
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sanii
Posts: 193

Re: Quality of life change for engi / magus

Post#46 » Wed Jul 13, 2016 2:47 pm

Jaycub wrote: Stationary DPS is a failed archetype in this game.
I don't think that stationary dps is a failed archetype per se , but that stationary dps doesn't really get any relevant/significant benefit for being stationary!

And i too consider the insta summon tactic quite mandatory for a non-clunky experience but i often can find myself trying to edge out more damage with using an extra tactic at the expense of game-play/enjoyment . Which is why i mostly do agree that some change to the way summons work should be done . But i am also a firm believer that when fighting a pet based class it should always be a viable idea to go for the pet .Right now i wouldn't dabble in depth in this particular concept as pets are both too squishy and UI support is kinda off , that is why i am mostly in support of alleviating current issues with pet summoning/uptime when moving
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Penril
Posts: 4441

Re: Quality of life change for engi / magus

Post#47 » Wed Jul 13, 2016 2:55 pm

zumos2 wrote:
Penril wrote: Your analogy is bad. The best healers are not the ones who have more numbers in a SC, but the ones who can keep their groups alive while taking care of themselves and not requiring much babysitting. Which is the reason why WP/Doks are numero uno (fast group heals, good survivavility) and AM/Shaman are considered the worst (can't really heal their group if they are forced to kite). There are several other factors of course but this is not a healer thread.
Which is exactly my point. The best dps doesn't have to be the dps with the highest numbers if they bring other stuff to the table that can help kill. I won't go in further on what you wrote here, because it's definitely not completely true and so simple as you describe it.
Ahhh... the old "you are wrong but i won't bother discussing why" argument. I concede .

User avatar
Coffeemakes
Posts: 202

Re: Quality of life change for engi / magus

Post#48 » Wed Jul 13, 2016 3:13 pm

peterthepan3 wrote: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.
Peter Coming from you being a fellow Magus, and a proud fan of Peter Pan im godsmacked your being led down this Path by others of instant gratification!! Why dont we give Shaman constant instant Rez ability why we are at it.. The classes we play are what they are, we all picked them knowing what were up against, there is a delay on pet/turret summons it is what it is. Im This Close <--> To Mailing A LEtter TO Captain HOOK!!! I think to be fair to both the Magus + the Engineer, we must first take into consideration, All of the Renown Abilities Futile Strikes Etc.are fully
functioning in game and can be used in RvR combat. Once these are available to us, along with other Armor sets as it was on live the magus class will be what it was in live very balanced and playable. The 2 second pet summon delay is not nothing or correct me, (was not nothing in Live) when i could take damage during this short period of time, summon my pet and make a quick escape after deploying him. But as you stated to each is own, and you
know i am a bit Nuttier than a slice of White bread, smeared with Some Peter Pan Peanut Butter Extra Crunchy!!! :lol: :lol: :lol:
Last edited by Coffeemakes on Wed Jul 13, 2016 3:19 pm, edited 2 times in total.
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roadkillrobin
Posts: 2773

Re: Quality of life change for engi / magus

Post#49 » Wed Jul 13, 2016 3:18 pm

Jaycub wrote:In my opinion the insta cast turret tactic is a must have in any build, whether it be in a rift build where getting off the AoE KD asap, and reducing setup time of pulls is critical. Or when you are trying to do a ST dps build, being able to keep up with the flow of battle is important, the amount of DPS and ground lost while constantly resummoning your pet is too hurtful if it's on a 2 sec cast.

Stationary DPS is a failed archetype in this game.
2 sec cast or instant, you only gain 0.5 sec efficant reduction thanks to the GCD, It not getting interupted on the move is the only reason you take it tbh.
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User avatar
peterthepan3
Posts: 6509

Re: Quality of life change for engi / magus

Post#50 » Wed Jul 13, 2016 3:28 pm

Coffeemakes wrote:
peterthepan3 wrote: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.
Peter Coming from you being a fellow Magus, and a proud fan of Peter Pan im godsmacked your being led down this Path by others of instant gratification!! Why dont we give Shaman constant instant Rez ability why we are at it.. The classes we play are what they are, we all picked them knowing what were up against, there is a delay on pet/turret summons it is what it is. Im This Close <--> To Mailing A LEtter TO Captain HOOK!!! I think to be fair to both the Magus + the Engineer, we must first take into consideration, All of the Renown Abilities Futile Strikes Etc.are fully
functioning in game and can be used in RvR combat. Once these are available to us, along with other Armor sets as it was on live the magus class will be what it was in live very balanced and playable. The 2 second pet summon delay is not nothing or correct me, (was not nothing in Live) when i could take damage during this short period of time, summon my pet and make a quick escape after deploying him. But as you stated to each is own, and you
know i am a bit Nuttier than a slice of White bread, smeared with Some Peter Pan Peanut Butter Extra Crunchy!!! :lol: :lol: :lol:
you know i love you coffee, but if we adopt the attitude of accepting fundamental design flaws inherent to the class we play then glaring imbalances between classes (for example look at how bad the marauder was for the majority of its existence) will never be rectified nor addressed. I fail to see how futile strikes suddenly makes the class viable? :P

Certain classes are just vastly overperforming when compared to their archetype partners. This isn't to say that class X can't be played well (a good Magus can somewhat make a decent addition to a group - but they have to be exceptional); but when class Y can perform 2x as good - at the same archetype role, i.e. Ranged DPS - with 50% the effort, that ought to be addressed.
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