Bringing Back Deleted/Removed Abilities
Re: Bringing Back Deleted/Removed Abilities
I would love to see more support / debuff abilities for engineer , that's the way I see engineer
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- catholicism198
- Posts: 1092
Re: Bringing Back Deleted/Removed Abilities
The debuffs still exist- one is tied to the daemon/turret while the other is still an active ability.
Aside from the Shaman's/Warrior's/Squig's/Disciple's, the only abilities I think are worth bringing back are the Magus/Engineer silence and the Magus' melee knock back- maybe attach it to the Path of Changing or Path of Daemonology.
As for the other Engineer abilities...I just want to see their animations because bringing them back would only increase the power/damage gap between the Magus and Engineer.
Aside from the Shaman's/Warrior's/Squig's/Disciple's, the only abilities I think are worth bringing back are the Magus/Engineer silence and the Magus' melee knock back- maybe attach it to the Path of Changing or Path of Daemonology.
As for the other Engineer abilities...I just want to see their animations because bringing them back would only increase the power/damage gap between the Magus and Engineer.
Re: Bringing Back Deleted/Removed Abilities
there is no interresting abilities in other career ?
- catholicism198
- Posts: 1092
Re: Bringing Back Deleted/Removed Abilities
Not really.Grunbag wrote:there is no interresting abilities in other career ?
For the most part the other careers remained untouched. The Magus and Engineer did not lose their daemon/turret heal until later on in the game, which is needed now more than ever since you instantly lose four stacks Unholy Energy/Improvised Upgrades- hopefully this will be adjusted/reverted once the Magus and Engineer get tweaked again.
-I don't understand why their silence was removed though- since the career is supposed to focus on debuffs/Crowd-control....
...and the Warrior/Disciple did not lose their melee group heal until later on as well.
Re: Bringing Back Deleted/Removed Abilities
I think I remember it being that they felt that magus had too much CC, and need a weakness. The only reason I vaguely remember is because right after they changed the mine / daemon to give stagger, and then added the crap knockback tactic to engi.catholicism198 wrote:Not really.Grunbag wrote:there is no interresting abilities in other career ?
For the most part the other careers remained untouched. The Magus and Engineer did not lose their daemon/turret heal until later on in the game, which is needed now more than ever since you instantly lose four stacks Unholy Energy/Improvised Upgrades- hopefully this will be adjusted/reverted once the Magus and Engineer get tweaked again.
-I don't understand why their silence was removed though- since the career is supposed to focus on debuffs/Crowd-control....
...and the Warrior/Disciple did not lose their melee group heal until later on as well.
But the changes to grenade / change are really noticeable because they really left the trees with nothing but weak aoe dots, and no real teeth.
I would love to see the bomb / daemon mechanic restored. Having different types of landmines / daemons sounds awesome.
Re: Bringing Back Deleted/Removed Abilities
I see engineer as a support class more than a powerful range dps . Engineer clearly need more CC in grenadier tree . At least swap concussive grenade with pepper bomb ( silence) , engineer needs also more group buff or debuff instead on high range . High range is cool for engineer that play sniper but that's it . Take a look at slow and steady buff in beta client . Why don't use it like when engineer use the buff on he increase his range for 40% but he self snare for 20% . When he turn off the buff the self snare last 2 more seconds . This way he has risk / reward for using big range . Then let's back some old abilities for other treesKarast wrote:I think I remember it being that they felt that magus had too much CC, and need a weakness. The only reason I vaguely remember is because right after they changed the mine / daemon to give stagger, and then added the crap knockback tactic to engi.catholicism198 wrote:Not really.Grunbag wrote:there is no interresting abilities in other career ?
For the most part the other careers remained untouched. The Magus and Engineer did not lose their daemon/turret heal until later on in the game, which is needed now more than ever since you instantly lose four stacks Unholy Energy/Improvised Upgrades- hopefully this will be adjusted/reverted once the Magus and Engineer get tweaked again.
-I don't understand why their silence was removed though- since the career is supposed to focus on debuffs/Crowd-control....
...and the Warrior/Disciple did not lose their melee group heal until later on as well.
But the changes to grenade / change are really noticeable because they really left the trees with nothing but weak aoe dots, and no real teeth.
I would love to see the bomb / daemon mechanic restored. Having different types of landmines / daemons sounds awesome.
- shaggyboomboom
- Posts: 1230
Re: Bringing Back Deleted/Removed Abilities
Didn't Zealot have a melee knife strike? Or am I delusional?

- catholicism198
- Posts: 1092
Re: Bringing Back Deleted/Removed Abilities
Do you mean like a knock back mine- a knock down mine- and a stagger one? with only one being active at any given moment and each one being tied to a mastery?Karast wrote: I think I remember it being that they felt that magus had too much CC, and need a weakness. The only reason I vaguely remember is because right after they changed the mine / daemon to give stagger, and then added the crap knockback tactic to engi.
But the changes to grenade / change are really noticeable because they really left the trees with nothing but weak aoe dots, and no real teeth.
I would love to see the bomb / daemon mechanic restored. Having different types of landmines / daemons sounds awesome.
Sounds fun but that's way beyond their (the dev's) power.
With those limp wrists?shaggyboomboom wrote:Didn't Zealot have a melee knife strike? Or am I delusional?
Their mastery paths were different at one point...and they had different tactics before they changed the way Harbinger functioned- but that's about it.
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- catholicism198
- Posts: 1092
Re: Bringing Back Deleted/Removed Abilities
The original effects of a Witch Hunter's abilities:
Van Horstmann's Speculum
25 Action Points - 5 ft range - Instant cast - 60s cooldown
A tiny enchanted mirror hung around your neck, this holy relic reduces your target's Strength, Toughness, and Weapon Skill by 75 for 10 seconds, and increases yours by the same amount. (Deals X Damage to Melee Attackers)
Shroud Of Magnus
25 Action Points - Instant cast - 60s cooldown
Rumored to be the death shroud of Magnus the Pious, this holy relic increases all of your resistances by 156 for 10 seconds. You may only use a single relic at a time. (Increases Disrupt Chance by 100%)
Seal Of Destruction
25 Action Points - Instant cast - 60s cooldown
A holy relic created under the tutelage of Elven mages, the Seal removes 1 Hex or Curse from you every second for the next 10 seconds. Each time an effect is successfully removed, you will regain 18 health. (Ignores 50% of the Victim's Armor)
Blessed Bullets Of Cleansing
60 Action Points - Instant cast
You load your pistol with bullets designed to fragment on impact, causing your Executions to deal an additional 150 Spirit damage to the target over 5 seconds and snare them, reducing their run speed by 40%. (Steals 20 Action Points)
Blessed Bullets Of Confession
60 Action Points - Instant cast
You load your pistol with bullets doused in holy water, causing your Executions to deal an additional 171 Spirit damage over 9 seconds and reduce the target's action points by 30 over the duration. (Outgoing healing debuff)
Blessed Bullets Of Purity
60 Action Points - Instant cast
You load your pistol with bullets of purest silver, causing your Executions to deal an additional 103 Spirit damage and heal you for 50% of the damage done. (Steals Initiative)
See, they had a reliable snare once upon a time.........
Van Horstmann's Speculum
25 Action Points - 5 ft range - Instant cast - 60s cooldown
A tiny enchanted mirror hung around your neck, this holy relic reduces your target's Strength, Toughness, and Weapon Skill by 75 for 10 seconds, and increases yours by the same amount. (Deals X Damage to Melee Attackers)
Shroud Of Magnus
25 Action Points - Instant cast - 60s cooldown
Rumored to be the death shroud of Magnus the Pious, this holy relic increases all of your resistances by 156 for 10 seconds. You may only use a single relic at a time. (Increases Disrupt Chance by 100%)
Seal Of Destruction
25 Action Points - Instant cast - 60s cooldown
A holy relic created under the tutelage of Elven mages, the Seal removes 1 Hex or Curse from you every second for the next 10 seconds. Each time an effect is successfully removed, you will regain 18 health. (Ignores 50% of the Victim's Armor)
Blessed Bullets Of Cleansing
60 Action Points - Instant cast
You load your pistol with bullets designed to fragment on impact, causing your Executions to deal an additional 150 Spirit damage to the target over 5 seconds and snare them, reducing their run speed by 40%. (Steals 20 Action Points)
Blessed Bullets Of Confession
60 Action Points - Instant cast
You load your pistol with bullets doused in holy water, causing your Executions to deal an additional 171 Spirit damage over 9 seconds and reduce the target's action points by 30 over the duration. (Outgoing healing debuff)
Blessed Bullets Of Purity
60 Action Points - Instant cast
You load your pistol with bullets of purest silver, causing your Executions to deal an additional 103 Spirit damage and heal you for 50% of the damage done. (Steals Initiative)
See, they had a reliable snare once upon a time.........
- BreezeKicker
- Posts: 197
Re: Bringing Back Deleted/Removed Abilities
shaggyboomboom wrote:Didn't Zealot have a melee knife strike? Or am I delusional?
You can still Auto attack with knife in melle:P
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