Patchnotes 07/10/16
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Re: Patchnotes 07/10/16
Reading your own posts lately?footpatrol2 wrote:Really? You have to be joking.
The reason is probably the engineer magnet being an object besides the engi where everyone gets pulled to. You said the changes affect the engineer and not his pet, the same would happen for his magnet, not increasing his range.Azarael wrote:Yeah, this is because Rift, for some reason, doesn't count as a self-targeted ability on the client. It should actually have target Self.
If it was a magus skill, magus would get increased range and engineer would not. I assume the engi Lighting rod doesnt get increased damage either?
Last edited by bloodi on Fri Oct 07, 2016 7:36 pm, edited 1 time in total.
Re: Patchnotes 07/10/16
PERFECT! Yea, we where trying to test the Pull range, but in the middle of Combat it is difficult to do... Thanks.Azarael wrote:The "range" stat increases the cast range of targeted abilities. It does not increase ability radius.megadeath wrote:range increase doesnt work with Chaotic Rift
Any increase to the pull range of EM and Rift will not happen.
Re: Patchnotes 07/10/16
Dunno bout other 3 classes, but engie changes are retardedly overpowered - cant even outheal few engies' dmg now..
Nerf is coming, nerf is near, nerf is something you should fear!
Re: Patchnotes 07/10/16
Damage of Lightning Rod will increase if the damage is credited to the Engineer and not the Lightning Rod.bloodi wrote:I assume the engi Lighting rod doesnt get increased damage either?
EM does not place an object. That's an effect.
Let me introduce you to the concept of balance.Lualyrr wrote:Dunno bout other 3 classes, but engie changes are retardedly overpowered - cant even outheal few engies' dmg now..
In a balanced game, the following statement should also be valid grounds for an adjustment:
"sorcs are overpowered... cant even outheal few sorcs' dmg now..."
I don't think I need to say anything else.
Re: Patchnotes 07/10/16
i am neither a dev, nor an engie myself, so I dont wanna theorycraft about abilities and numbers i am not familiar with. Just stating a fact that as of today- engies do way more dmg than bws, in comparison. And 4 engies killing a TANK, who is focused healed by 2 healers, not only very easy but 10 times faster than 2 full groups usually do- is not normal.Azarael wrote:Let me introduce you to the concept of balance.Lualyrr wrote:Dunno bout other 3 classes, but engie changes are retardedly overpowered - cant even outheal few engies' dmg now..
In a balanced game, the following statement should also be valid grounds for an adjustment:
"sorcs are overpowered... cant even outheal few sorcs' dmg now..."
I don't think I need to say anything else.
Nerf is coming, nerf is near, nerf is something you should fear!
Re: Patchnotes 07/10/16
For example does not constitute fact.
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Re: Patchnotes 07/10/16
As Aza said, this is an experimental mode.
But tbh, the damage and range buffs are really good.
It's just that people are used to think that engie and magus are the worst classes.
Well, now they aren't anymore.
Now they are decent RDPS.
But this doesn't mean they are equals.
Engie is still better I'm afraid.
For example,
If we compare a ST spec magus and engie, it's obvious that engie is the best.
For 3 reasons:
- A nice little burst of damage provided by the gun turret that you can synchronize with your own burst (magus doesn't have such thing).
- An armor debuff, provided by the same turret (magi's pink horrors have an elemental debuff, but you still have to apply Glean magic for a spiritual debuff). This will not be an issue if the magus had the equivalent of the following:
- A good burst of damage at level 40, with the skill Focused fire. At level 40, magi have Warpfire, which nobody use because it's really bad. Some will say that Engie doesn't have IFOC, and that this skill can compensate for the lack of burst of a magus. It will be true if IFOC wasn't as obvious to use. A big indigo beam that shows everyone that you're here. Focused fire is more stealthy and a 3 sec cast, and that change everything.
Of course there is also the fact that disrupt is way more easier to stack than dodge.
So yes, they aren't equals.
But as a big fan of the magus, I'm grateful for this changes.
Also, is there a hope to make all daemons/turrets instant cast? As a QoL change?
A free tactic slot would be nice, magus and engie need that.
But tbh, the damage and range buffs are really good.
It's just that people are used to think that engie and magus are the worst classes.
Well, now they aren't anymore.
Now they are decent RDPS.
But this doesn't mean they are equals.
Engie is still better I'm afraid.
For example,
If we compare a ST spec magus and engie, it's obvious that engie is the best.
For 3 reasons:
- A nice little burst of damage provided by the gun turret that you can synchronize with your own burst (magus doesn't have such thing).
- An armor debuff, provided by the same turret (magi's pink horrors have an elemental debuff, but you still have to apply Glean magic for a spiritual debuff). This will not be an issue if the magus had the equivalent of the following:
- A good burst of damage at level 40, with the skill Focused fire. At level 40, magi have Warpfire, which nobody use because it's really bad. Some will say that Engie doesn't have IFOC, and that this skill can compensate for the lack of burst of a magus. It will be true if IFOC wasn't as obvious to use. A big indigo beam that shows everyone that you're here. Focused fire is more stealthy and a 3 sec cast, and that change everything.
Of course there is also the fact that disrupt is way more easier to stack than dodge.
So yes, they aren't equals.
But as a big fan of the magus, I'm grateful for this changes.
Also, is there a hope to make all daemons/turrets instant cast? As a QoL change?
A free tactic slot would be nice, magus and engie need that.
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