No to all of that. Please don't.Whitesands wrote:Spoiler:
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If you position yourself correctly when you send your squig you can actually knock their range into the fray.
*It's easier to do when you're attack inner
No to all of that. Please don't.Whitesands wrote:Spoiler:
Good newsAzarael wrote:Hah, I guess the recent buff to Horned Squig made people remember that it has a knockback. Nice one.
I plan to formalize the buff (i.e. move it off Experimental Mode and onto the class proper) sometime next week.
one skill 150 ft and CD 10 sec, you can see the difference? constant dps in 150ft A ONE against skill with 150 ft?ToXoS wrote:Even before the buff, BoC and Snipe were 150 ft range, SH and SW were able to hit at 110 ft range...(still can).thefarthestland wrote:now need 300ft detaunt.
nice work
But I've never seen people complaining about that.
So what? Is getting killed at 110 ft range different from getting killed at 150 ft when your detaunt is 100 ft range?
We both know it isn't.
Again, BOTH magus and engie have ONE 5 sec CD and 3 sec cast ability that can hit at 200+ ft. And the classes have to spec for this ability.
Now both classes are unique, viable and propose something different from other RDPS classes.
So yeah, now engies and magi have to be feared like all other DPS classes.
They are not free kill and SH/Sorc/SW/BW meat anymore.
I don't know the Engi class well enough to comment. If engi posters were in agreement with those changes, that says something. Regardless is there is still felt needs for changes, steps in the right direction are, just that: making the mastery trees more coherent and therefore allowing for better specialization seems to me a good thing.Sigimund wrote:The original proposal was to swap Phos Shells with Strafing Run (to put the AOE corp DOT in the AOE corp DOT path and to put a physical knockback in the physical path). Genisaurus proposed it and all the engi posters agreed with the logic, although there was also consensus that both abilities had major flaws and swapping them did not fix the core issues of the class.ToXoS wrote:Maybe make strafing run a core ability, replace it with focused fire, then swap phosphorous shell with focused fire AND swap focused fire with Snipe, making snipe a 13 pt slot ability and focused fire a 9 pt one.
What is the reason for your opposition? I would think consistent single target and AOE mastery trees are a good thing as it allows better specialization and presents a more rational mastery model.catholicism198 wrote:Will you still (instantly) lose 4 stacks of Unholy Empowerment when the Daemon is lost/defeated/sacrificed?
No to all of that. Please don't.Whitesands wrote:Spoiler:
Aceboltz wrote:My two cents.
The range buff is really good and should stay, it gives a spot where engie and magus can shine and its really cool. But I don't see the point of such a great damage buff. Both magus and engie have a great toolkit to be useful in a battle and are more "bulky" than all other mdps and the damage buff is a huge addition to an already large kit. The problem is it's mainly a buff for solo or laid-back gameplay! It doesn't promote group gameplay, on the contrary it really promotes solo easy-mode pewpew from 150+feet. It is specially true for rifleman/tinkerer spec.
For the sake of balance with other rdps classes I think the damage buff should be toned down. Maybe remove the damage up from turret to promote active gameplay instead of dots+turret and watch the ennemy melt? Remember we also have the problem (which cannot be solved by clapping the hands) of turrets hitting trough walls at the moment.
I think simply giving 150feet detaunt to everybody would be like admitting this buff is completely OP if every ranged career must have a huge defense tool to counter only one mechanic.
As far as I know the turret doesn't receive the +damage from the stacks that the Engi gets, in this change it only benefits from increased range.Aceboltz wrote:For the sake of balance with other rdps classes I think the damage buff should be toned down. Maybe remove the damage up from turret to promote active gameplay instead of dots+turret and watch the ennemy melt? Remember we also have the problem (which cannot be solved by clapping the hands) of turrets hitting trough walls at the moment.
These are two separate issues. One is the one you point out, channeled spells not checking for LoS in the mid of their animation (either that or they don't check it very often + the effects of lag, not sure). The other, the one most people are complaining about is NPCs ignoring LoS, which isn't an easy thing to fix and if I'm not mistaken needs to be patched in the client, which means they need a working patcher first. NPCs includes turrets/daemons and lions/squigs.Whitesands wrote:And last thing Turret ignoring LOS and shooting through walls is problem of its channeled spell. Shadow Warrior with Rapid fire can do this too... Sorcerer with Hand of Ruin, Squg, Magus, shamman, Engi literally every equivalent of Rapid Fire spell once in a while bugs and finish its full cast no matter if you loose line of sight or not.
Actually, this proposition is more of a nerf than anything else. But I'm fine with that because the trees would make more sense.Whitesands wrote:What is the reason for your opposition? I would think consistent single target and AOE mastery trees are a good thing as it allows better specialization and presents a more rational mastery model.catholicism198 wrote:Will you still (instantly) lose 4 stacks of Unholy Empowerment when the Daemon is lost/defeated/sacrificed?
No to all of that. Please don't.Whitesands wrote:Spoiler:
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