They lose 40% range. The thing is, Engi can just sit there with keg heal and no enemy rdps can do anything, when every 2nd skill is avoided. One could say "just ignore them" but in objective based scenarios you are forced to get rid of them somehow. When the only solution is to bring mdps, then I think it is broken.Grunbag wrote:Don't think so cause at the same time engineer lost 60% of his range . He cannot hit rdps that stand far awayPartizanRUS wrote:Isn't 48% Dodge and Disrupt standing in 1 place is obviously OP,crazy and imbalanced.
Now there is mighty engineer class and I can turn RDPS off with just one button.
Changelog 06/12/2016
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Re: Changelog 06/12/2016
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Re: Changelog 06/12/2016
Hi Aza. When can we expect that you will come to rethink SW?Azarael wrote:I can't exclude Bolt of Change and Snipe from the range increase, unfortunately :/
Weakest RDD in Scout and the weakest MDD in the assault.
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Re: Changelog 06/12/2016
Interesting changes to say the least.
Tinkere is something I will test now.
He has quite turned into an AoE Monster, but the Range decrease to 60% of his stuff, he cant put his damage increase on the grenades.
Acid Bomb And Frag Bomb work that they only give their Dot to Targets that are also in range. For example I'm reduced to 35 Feet with full tinkerer Buff.
I throw an Grenade at the 30 Feet Black Orc. His Mara friend at 50 feet range from me, and 20 feet from Blackorc wont get hit, as it is out of range from my ability.
So the range reduce holds the Tinkerer quite in check.
Tinkere is something I will test now.
He has quite turned into an AoE Monster, but the Range decrease to 60% of his stuff, he cant put his damage increase on the grenades.
Acid Bomb And Frag Bomb work that they only give their Dot to Targets that are also in range. For example I'm reduced to 35 Feet with full tinkerer Buff.
I throw an Grenade at the 30 Feet Black Orc. His Mara friend at 50 feet range from me, and 20 feet from Blackorc wont get hit, as it is out of range from my ability.
So the range reduce holds the Tinkerer quite in check.

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Re: Changelog 06/12/2016
Good thing there are classes outside the range dps in both scenarios and RvR, like tanks and mele dps so you wont have to worry about that one. I mean this is a group based game so bringing all rdps is not a really good idea anyway.Sulorie wrote:They lose 40% range. The thing is, Engi can just sit there with keg heal and no enemy rdps can do anything, when every 2nd skill is avoided. One could say "just ignore them" but in objective based scenarios you are forced to get rid of them somehow. When the only solution is to bring mdps, then I think it is broken.Grunbag wrote:Don't think so cause at the same time engineer lost 60% of his range . He cannot hit rdps that stand far awayPartizanRUS wrote:Isn't 48% Dodge and Disrupt standing in 1 place is obviously OP,crazy and imbalanced.
Now there is mighty engineer class and I can turn RDPS off with just one button.
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Re: Changelog 06/12/2016
This is only for tinkerer engineer , and he's like a mdps now . Destro rdps has enough other target to focus , you'll still be able to focus rifleman and grenadier engineer . I think this bonus is fair since tinkerer has to stay inside melee static .Sulorie wrote:They lose 40% range. The thing is, Engi can just sit there with keg heal and no enemy rdps can do anything, when every 2nd skill is avoided. One could say "just ignore them" but in objective based scenarios you are forced to get rid of them somehow. When the only solution is to bring mdps, then I think it is broken.Grunbag wrote:Don't think so cause at the same time engineer lost 60% of his range . He cannot hit rdps that stand far awayPartizanRUS wrote:Isn't 48% Dodge and Disrupt standing in 1 place is obviously OP,crazy and imbalanced.
Now there is mighty engineer class and I can turn RDPS off with just one button.
Re: Changelog 06/12/2016
lastalien wrote:Hi Aza. When can we expect that you will come to rethink SW?Azarael wrote:I can't exclude Bolt of Change and Snipe from the range increase, unfortunately :/
Weakest RDD in Scout and the weakest MDD in the assault.
Scout SW has best burst in the game by a mile (sorry, kilometer, to those of you across the pond), bar none. So I really don't know what you're getting on about. Assault tree is another story however...
Re: Changelog 06/12/2016
Scout SW have 110f and should remain in place during casting. The maximum possible damage is now limited to 4K, so kill the target with a single shot (FA) is not possible.Klesko wrote:
Scout SW has best burst in the game by a mile (sorry, kilometer, to those of you across the pond), bar none. So I really don't know what you're getting on about. Assault tree is another story however...
BW has the ability to kill with a chain, causing damage maximum in 1-2 sec.
Engineer has the opportunity to start a process with the goal 140f+, similar to the Magus and have great bust damage with new .ab ex
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Re: Changelog 06/12/2016
Thx for sc bug.
It doesnt makes sense to increase damage again for engineer. Engi had incredible damage before. Magus is ok.
It doesnt makes sense to increase damage again for engineer. Engi had incredible damage before. Magus is ok.
Re: Changelog 06/12/2016
The guy said that Scout SW is weakest RDD in game and you're seriously going to try to nitpick this to shut down my rebuttal? How petty can you be?lastalien wrote:Scout SW have 110f and should remain in place during casting. The maximum possible damage is now limited to 4K, so kill the target with a single shot is not possible.Klesko wrote:
Scout SW has best burst in the game by a mile (sorry, kilometer, to those of you across the pond), bar none. So I really don't know what you're getting on about. Assault tree is another story however...
BW has the ability to kill with a chain, causing damage maximum in 1-2 sec.
Engineer has the opportunity to start a process with the goal 140f+, similar to the Magus and have great bust damage with new .ab ex
I'll entertain your argument though I shouldn't, as I feel you're being quarrelsome just to be quarrelsome. Festering Arrow is capped to 4k as you've so graciously pointed out. Within a 2 second span it's followed up by a Glass Arrow and a Fell the Weak (all instant cast). The assumption of course is a VoN + M2 as we are already talking about capped Festering Arrow numbers. The burst is unrivaled, and that speaks nothing to the follow up of a shadow sting or a rapid fire to apply further pressure on a target that isn't already downed that those other classes would struggle to do like-wise after they've blown through their rotation.
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