Grunbag wrote:What you propose if I understand :
Rifle man : remove the damage boost and keep the range bonus
Grenadier : remove the damage bonus and add a range bonus
Tinkerer :remove the dodge / resist buff but keep the range nerf (add something in change og dodge/disrupt bonus?)
No, i didn't said Rifleman should lose damage bonus, i said he should lose the range bonus... the 150 feet on snipe is already 50% longer range than fester arrow and poison arrer from shadow warrior or squig herder, and all are 3 seconds cast time.
While Shadow warrior is a good ability which can do 4k hits in one shot, the poison arrer is a bad copy with casting time 3 seconds + 100 feet range and is not ignoring resistances like SW version, while the enginer version has 150 feet and a extra 40% more range + 40% damage buff right now. Making it 210 feet range, and basic in the rifle combo... definitively, or poisong arrer gets a boost, or enginer Snipe need a tonedown.
My prosposition is remove the range stacks buff from rifleman path and maybe lower the snipe range ability to 130 feets. Abilities from that path consist in burst damage, they don't need the extra range at all, and would put the enginer in the world of mortals other time beign closer to another range damage dealers, but still having longer range than other clases.
Now coming what you could get for this changes, make snipe ability other time 5 seconds cooldown timer and make the enginers get faster stacks for a quickly achievement of 40% buff, prolly geting full buff in 9 seconds instead of 16 seconds would make more sense for a more mobile gameplay, and add fun to the class. To me static gameplay idea is the most boring role a class could be in a mmorpg, but you can differ from my opinion of course.
The turret max range and damage buff could be 20% instant, not needing any waiting for stack buffs (only buff for turret, not the toon character which only will achieve the 40% damage buff waiting those 9 seconds and not geting range benefit from it)
The enginer would lost the extra unfair range, but geting faster buff stacks for him and instant buff for turret, and a 5 seconds cooldown snipe other time instead of 10, i think the change is fair, while he still retain longer attacks than other classes.
Next turret granadier one:
I forgot the extend range tactic (is been a long time, since live server) i am agree with you doesn't make sense a range buff from turret, so damage buff is probably the right path to go on this turret.
The idea about not lose stacks in 80 feet, i think is best a enginer has got in experimental mode and fully support this idea. Because as i said, i can't imagine a fun class around the idea of beign static, and not adding that movement liberty which i think this path is the one could provide them.
The 40% damage buff seems fair because the damage boost in dots abilities split in long timer is not a problem in this game, with all the group heals it has (i know this right, my Squigh herder dots are doing 47 hp ticks in tanks and 150hp ticks in squishy)
I think this path could be ok with a faster buff stacks procedure (full stacks in 10 seconds instead of 16)
40% damage buff at full stacks
10% extended range instant buff for both player and turret (since there is already a tactic extending range, making attacks even longer wouldn't make much sense)
And of course not losing stacks around 80 feets of turret mechanic which i think fits in this turret role.
I think is the most balanced of all ones and the ones which provide more mobility and fun.
And finally Tinkerer turret:
While i think the disrupt and dodge buff is positive, i think the amount of it is not... because stacking disrupt, directly breaks the Sorc and BW mechanic of burst in a combo (not even tanks can achieve this numbers, either tanks can heal group those numbers as enginers do with keg barrel and yeah not even defensive tanks should achieve that damage numbers either, with a much shorter range than enginer in theyr mele abilities)
A proposal could be a faster stacks buff achievement (full stacks in 10 seconds)
what they get at full stacks 18% disrupt and 10% dodge and 65% on both dodge-disrupt for turret (why lower amount of dodge than disrupt? let's face it the squig herder damage output withouth corporeal, elemental, spiritual damage is much lower than the magical one, and a tinkerer enginer will prolly be grouped, stacking defensive stats and having guard, making damage deal by the only class which can do ballistic skill attacks on destruction, a bad joke) this change would be still a reasonably amount of disrupt and dodge if you add the one you get from renow points and items, and you will achieve it 6 seconds faster, and far from the biblical buff amount of 32% and 80% on turret
Another benefit from change this path could be adding 5% crit to enginer because the low range and low damage nature of this archetype instant, withouth worry about buff stacks timing.
And finally in case the turret is destroyed the artifact will explode and make a long knowback in area (This is easy to achieve, should only copy the kaboom squigh herder effect and make it succed when the turret dies) i think it fits with what a tinkerer role should achieve
Maybe this changes can't be achieved right now withouth full control over game, but is good to discus about them now...in my opinion they are quite balanced and fits in each role of each turret.
Tell me what do you think about my ideas