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Alternate Engie/Magus Pet Bonuses

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Glorian
Posts: 5019

Re: Alternate Engie/Magus Pet Bonuses

Post#31 » Mon Nov 21, 2016 3:16 pm

If not sure on cooldown reduction.
Well it could lead to concussion Grenade spamming or getting everyone and his mother a frag Grenade at its head.

But the wound spare on the Tinkerer Turret which works like the SH tactic sounds nice. It is random and it needs time to build up. And then someone might take the wound buff tactic for his turret. :)

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Grunbag
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Re: Alternate Engie/Magus Pet Bonuses

Post#32 » Mon Nov 21, 2016 9:14 pm

Karast wrote:I was thinking about this a bit yesterday. What about a cool down reduction on grenade. At full stacks it reduces the cool down on all abilities by 5s. In its own way it is as powerful as the range increase, but still limited due to the fact that even with reduced cool downs we have very few 5s abilities, and even with things like focused fire, the AP costs would be a huge issue.

But it would work well and provide benefits to all trees, and give good competition for the rifle turrets buff.

For the flame turret I think a health share could be interesting with each stack x portion of damage is transfered to the turret / daemon, similar to the tactic on SH.
I was talking with a sh in game . Why don't make a miror of squig bonus ? One turret for range, one turret for crit , and one turret for armor ?

Range for rifleman , crit for grenadier , and armor for tinkerer ?

It's simple but I think I'd fit very well the tree ?

What would you think about it ?
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Skorri - 40 - 65 Engineer

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Karast
Posts: 554

Re: Alternate Engie/Magus Pet Bonuses

Post#33 » Tue Nov 22, 2016 3:30 am

Grunbag wrote:
Karast wrote:I was thinking about this a bit yesterday. What about a cool down reduction on grenade. At full stacks it reduces the cool down on all abilities by 5s. In its own way it is as powerful as the range increase, but still limited due to the fact that even with reduced cool downs we have very few 5s abilities, and even with things like focused fire, the AP costs would be a huge issue.

But it would work well and provide benefits to all trees, and give good competition for the rifle turrets buff.

For the flame turret I think a health share could be interesting with each stack x portion of damage is transfered to the turret / daemon, similar to the tactic on SH.
I was talking with a sh in game . Why don't make a miror of squig bonus ? One turret for range, one turret for crit , and one turret for armor ?

Range for rifleman , crit for grenadier , and armor for tinkerer ?

It's simple but I think I'd fit very well the tree ?

What would you think about it ?
Armor and crit are not bad, but personally I want to avoid those 2 stats. Namely because there is already an issue with armor stacking, and it's effectiveness, and we already have 2 self armor buffs. Crit is good but since the devs just went through and reduced crit they may not be keen on it. But it could work.

I kind of like the health-share idea since it takes advantage of the fact that the flame turret / daemon has the most wounds, and as pointed out by Glorian, it actually makes that wounds tactic useful again.

But crit or armor could work. Definitely.

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blaqwar
Posts: 471

Re: Alternate Engie/Magus Pet Bonuses

Post#34 » Tue Nov 22, 2016 3:52 am

Just thought I'd throw an idea in there since you said crit and armor stacking isn't helping the game. What if you think along the same lines (some extra damage or extra survivability) and you give Rifleman a medium crit damage increase (say 25% if that wouldn't be too OP with Snipe, perhaps 15%?) and give Tinker and his turret a health regen bonus, making for quite a potent self heal tanking build with Bugman's Best (since you already mentioned health regen jewelry being good in a tanky tinkerer build).

Both would be somewhat counterable, the first with crit chance reduction and the other with heal debuffs. Although thinking about it, the only ranged crit chance debuff on destro is tied to a Magus pet, so maybe it would be too strong? Also not sure if extra HP regen really helps Tinkerer in large scale (magneting). Maybe a toughness buff would be better since that reduces damage from multiple sources but not sure how much Engi's can stack toughness.

Don't torch me at the stake here, my Engi is a lowbie, although I enjoy him very much...
Last edited by blaqwar on Tue Nov 22, 2016 4:24 pm, edited 1 time in total.

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Grunbag
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Posts: 1881

Re: Alternate Engie/Magus Pet Bonuses

Post#35 » Tue Nov 22, 2016 7:54 am

Ok maybe we have already solutions for armor and crit with tactic .

So let think about which stats could be good for a tinkerer and a grenadier .

Actually the wound turret tactic is useless , but I think more tinkerer could use it if the tactic was increase turret wounds and engineer wounds .

So for tinkerer we need armor , toughness, wounds , crit reduction

If we don't take armor , and we think about a wound tactic , there only left thoughness and crit reduction .
The wounds transfert would be too much if dev restore beta ability where you already has a AP transfert :
Ammo Compartment
No Cost - 20 ft range - Instant cast - 120s cooldown - Requires a Turret
You grab a handful of parts from your turret's ammunition compartment, instantly regaining 250 Action Points but leaving your turret unable to attack for 10 seconds.

We also expect for field repair and we already have the bugman I think 2 heal for engineer would make him op .

So it last thoughness and crit reduction .

For grenader i don't think making him mobile would be great to , engineer is a static dps it's Ben unfair for mobile rdps ( 40% buff dmg constantly if we have a pet that following us)

So we need something easy like a BS buff , crit buff , armor penetration buff ?

I guess armor penetration is useless for grenadier and we already talk about crit buff . So what about a bs buff , or I was thinking of a Action POint buff ?
Grunbag - 40 - 33 Squig Herder
Skorri - 40 - 65 Engineer

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Grunbag
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Re: Alternate Engie/Magus Pet Bonuses

Post#36 » Mon Nov 28, 2016 8:41 pm

I found this on the web .

Ea -mythic planned to change turret/deamons and think to add 4th one

Here it is

Steven Engle has posted up some changes that Mythic are planning for Magus and Engineer pets. You can find his post here.

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Turrets/Daemons - The current plan is to move ahead with the idea of 4 turrets/daemons. We are working on getting art assets to support this.


-Turrets/Daemons will be instant cast.
-They will have one ability on a 1.5s timer much like an auto attack. It will deal magical damage.
-Turrets/Daemons will be immune to KD/Stagger.
-Turrets/Daemons will inherit all stats from items 100%
-Half of the Turret/Daemons will have an offensive purpose and the other half Defensive purpose
-Cooldown on turrets/daemons will be 30s and each will have an up time of 10s.
-During the 10s, the turret/daemons will have an aura that either effects the enemies or allies nearby.
-Summoning turrets/daemons will be low cost, we want them to be part of a rotation and strategic.
-The turrets/daemons will despawn when a new one is cast or the timer runs out.


Initial Effects for Turrets/Daemons
Defensive
AoE Snare/damage field
AoE Auto Attack speed decreasing debuff


Offensive
AoE group Range increaser
AoE group damage buff (increases damage by a percentage and that extra damage is credited to the Engineer)


This will also mean that many tactics and abilities will need to change. All of this is very high level still and we're sorting out specific changes.


The goal is not to make them offensive juggernauts. We want them to provide support DPS/buffs/debuffs and enjoy a higher level of mobility to help in all aspects of RVR.
+++

I don't know if the4th deamon / turret has been design and if it's in database
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Sigimund
Posts: 658

Re: Alternate Engie/Magus Pet Bonuses

Post#37 » Mon Nov 28, 2016 8:57 pm

Did you get that from Werit's blog? I posted at the time that the game already had aura twisting staggerbots. Creative changes though.

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Telen
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Re: Alternate Engie/Magus Pet Bonuses

Post#38 » Mon Nov 28, 2016 9:50 pm

I didnt really like the old proposed changes. Made the demons like more of twister cast than an actual pet. I never liked having to twist auras I wouldnt like to twist pets either. Not to mention from a lore standpoint.
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Grunbag
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Re: Alternate Engie/Magus Pet Bonuses

Post#39 » Tue Nov 29, 2016 6:38 am

Sigimund wrote:Did you get that from Werit's blog? I posted at the time that the game already had aura twisting staggerbots. Creative changes though.
Yes got this from this weritsblog
Grunbag - 40 - 33 Squig Herder
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Glorian
Posts: 5019

Re: Alternate Engie/Magus Pet Bonuses

Post#40 » Tue Nov 29, 2016 7:02 am

Also I'm also not a big fan of this 10sec "Aura" Turrets. :D

Apart from that we got Range increase and not group Range increase.
But most of the other stuff needs imo developtment on the client side.
So nothing for the short run.

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