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[Feedback] Engineer / Magus Changes

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Tankbeardz
Posts: 629

Re: [Feedback] Engineer / Magus Changes

Post#121 » Mon Dec 12, 2016 3:37 pm

Lektroluv wrote:
Glorian wrote:A 4K armor, 600 toughness engie has low wounds or not that much toughness. Actually I'm unsure if you can even achieve 4K armor and 600 toughness. I'm currently at 460 toughness but need to check my charts.

Anyway. He has an BS of 400ish and hits like a whet noodle. Even if he is a tanky dwarf, he is on the lower end of dps. It should be actually the bottom of DPS.


So my tinkerer has his guard and a healer. While your SH is all alone with none of the above. Poor poor SH. (Sarcasm)
SH can achieve 2k using full armour talismans + 2k buff from pet, but the pet itself banishes in first area because the pet itself do not get any defensive buff which is the part you seems prefer ignore... meanwhile your turret is receiving a 80% dodge-disrupts itself not even talking about your ridiculous 32% buffs, a buff higher than tank classes ones.

If you argue your damage will be low on that 400 BS with corporeal damage dots, i invite you to level up one squig herder and make test how much damage does squigh herder PHYSICAL dots with that numbers, maybe you will be horrified with what you see.

Even better, looks like enginer armour feels more suited for stack tougness, because 600,460 or even 260 seems a too hight number to achieve if you wanna be in that 4k armour, which ends in 2k after 2 seconds of fight because the pet died.

As i said in my first post, there will be always a enginer which don't wanna balance game at all, which just wanna use the forums balance post for take advantage over other classes, even if he knows the buffs make him overpowered and unjustified good in all aspects of game.

My proposals didn't even said nothing about full remove the 80% disrupt and dodge buff from your turret, only lower it to 65%...and you arguing about Squigh herder which base all theyr defensive buff in pet, a pet which himself do not receive any defensive buff from it for survive? you should be exactly in last spot of persons to lose time with, because you obiously wanna be the class which higher burst from longuer range and still be able to be tank and healer if you want specialize for it.... sory dude, you are only range dps, all that things are crossline over a role, which should not be even close to achieve as range dps.
Please, for the love of all things good...stop comparing Engi to SH. Make a buff squig thread if you are so passionate about it.

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Azarael
Posts: 5332

Re: [Feedback] Engineer / Magus Changes

Post#122 » Mon Dec 12, 2016 3:44 pm

Tankbeardz wrote:Honestly, I never agreed damage was the issue. It's the lack of support tools that actually help (heal debuff, silence, kd that doesn't require pet and 2 gcd, disarm that doesn't take 2 seconds and a spec point, etc.). Alas, I know none if this can chance without client control and the devs have already stated they don't want to do this.
To the contrary. I have stated that I have no appetite for full reworks and outlandishness, as that goes into the point at which even I would say we're looking at a different game, but I have no issue with introducing general concepts that already exist in other forms as long as they can be justified by the class's logic and lore. Casters are easy to do this for.

Tankbeardz
Posts: 629

Re: [Feedback] Engineer / Magus Changes

Post#123 » Mon Dec 12, 2016 3:54 pm

Azarael wrote:
Tankbeardz wrote:Honestly, I never agreed damage was the issue. It's the lack of support tools that actually help (heal debuff, silence, kd that doesn't require pet and 2 gcd, disarm that doesn't take 2 seconds and a spec point, etc.). Alas, I know none if this can chance without client control and the devs have already stated they don't want to do this.
To the contrary. I have stated that I have no appetite for full reworks and outlandishness, as that goes into the point at which even I would say we're looking at a different game, but I have no issue with introducing general concepts that already exist in other forms as long as they can be justified by the class's logic and lore. Casters are easy to do this for.
I can't speak to lore, only the lackluster support tools that were provided to the class. Also, the whole, "stationary" dps thing just doesn't make sense in my mind...only keep battles and spawn camps are stationary.

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dur3al
Posts: 251

Re: [Feedback] Engineer / Magus Changes

Post#124 » Mon Dec 12, 2016 4:02 pm

I'd just like to add, don't take it as flaming or baiting but when I say that the logical way should've been to wait until full client control for balancing actions or drastic changes to fundamental flaws, and to why wasn't it pushed down the road, I also mention it in order to bring stuff like Savin' Me Hide bug report that is sitting on Confirmation Request for over 2 months... and I bet many other bugs too. Why isn't fixing the actual bugs more important then do balance without full client control, which will generate times of instability and unbalance as Azarael mentioned himself?
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Akalukz
Posts: 1822

Re: [Feedback] Engineer / Magus Changes

Post#125 » Mon Dec 12, 2016 4:13 pm

I support Tankbeardz!
-= Agony =-

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Lektroluv
Suspended
Posts: 243

Re: [Feedback] Engineer / Magus Changes

Post#126 » Mon Dec 12, 2016 4:13 pm

Tankbeardz wrote: I can't speak to lore, only the lackluster support tools that were provided to the class. Also, the whole, "stationary" dps thing just doesn't make sense in my mind...only keep battles and spawn camps are stationary.

Lol...lackluster support tools that were provided to the class? Enginer have mines, turret explosion, area root, area heal, area pulling, bigger range in game, non physical damage damage over time, a 2,4k damage hiting ability in a easy acces moral spot and they got one mayor buff on live servers and another one here.

They have enough tools, they had too much already actually.

Tankbeardz
Posts: 629

Re: [Feedback] Engineer / Magus Changes

Post#127 » Mon Dec 12, 2016 4:29 pm

Lektroluv wrote:
Tankbeardz wrote: I can't speak to lore, only the lackluster support tools that were provided to the class. Also, the whole, "stationary" dps thing just doesn't make sense in my mind...only keep battles and spawn camps are stationary.

Lol...lackluster support tools that were provided to the class? Enginer have mines, turret explosion, area root, area heal, area pulling, bigger range in game, non physical damage damage over time, a 2,4k damage hiting ability in a easy acces moral spot and they got one mayor buff on live servers and another one here.

They have enough tools, they had too much already actually.
Oh, you again...Squigs have self-punt, disarm, spammable heal debuff, direct damage abilities on the move, and the same damage m2 as an engi (I don't think that one is nerfed either)...what EXACTLY are you complaining about? You are kidding about engi/magus status on live, right? What is this major buff you are speaking of?

The land mine is meh at best...it can be useful but only if you are close enough to cast it without getting focused.
How about that MELEE snare? Super useful.
KD you say? KD requires, at the very least (if you slot insta-pet tactic or resummon with a 20 second cooldown), 2 gcd to use? You are correct...totally OP.
Roots you say? Roots are almost always broken on damage...good thing we probably already AOE dotted our target so good luck there too.

What game do you play? From what I can tell...it's not Reality Hammer.

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Glorian
Posts: 5004

Re: [Feedback] Engineer / Magus Changes

Post#128 » Mon Dec 12, 2016 4:47 pm

dur3al wrote:I'd just like to add, don't take it as flaming or baiting but when I say that the logical way should've been to wait until full client control for balancing actions or drastic changes to fundamental flaws, and to why wasn't it pushed down the road, I also mention it in order to bring stuff like Savin' Me Hide bug report that is sitting on Confirmation Request for over 2 months... and I bet many other bugs too. Why isn't fixing the actual bugs more important then do balance without full client control, which will generate times of instability and unbalance as Azarael mentioned himself?
As stated several times. RoR Development is a parallel thing with people's working on different agendas. And the devs know which and what. So if they don't do any events like Halloween or balance stuff from Aza it wouldn't increase development of client control any tiny bit of time .

Devs could adjust the stuff they can at the moment. And with that the engie is a ton more fun to play than on life.
Some people complain that with the changes they don't feel any more contributing. With the recent changes I feel contributing with my Engi apart from being a pullbot.

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Kragg
Posts: 1788

Re: [Feedback] Engineer / Magus Changes

Post#129 » Mon Dec 12, 2016 5:00 pm

Lektroluv wrote:
Tankbeardz wrote: I can't speak to lore, only the lackluster support tools that were provided to the class. Also, the whole, "stationary" dps thing just doesn't make sense in my mind...only keep battles and spawn camps are stationary.

Lol...lackluster support tools that were provided to the class? Enginer have mines, turret explosion, area root, area heal, area pulling, bigger range in game, non physical damage damage over time, a 2,4k damage hiting ability in a easy acces moral spot and they got one mayor buff on live servers and another one here.

They have enough tools, they had too much already actually.
Do you even acknowledge the state engineer was in on live?
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Grunbag
Former Staff
Posts: 1881

Re: [Feedback] Engineer / Magus Changes

Post#130 » Mon Dec 12, 2016 5:01 pm

Let's stop compared squig and engineer they are so different . If you wanna talk about the stabbin path that deserve to be buffed I'd be agree to talk about it in another specific thread (stabbin path has to be buffed indeed)
For the rest stop saying engineer can have range /damage /tanky build / best healer THEY CANT DO IT ALL .
I agree for a range nerf for rifleman to 20% , why not ty it !
In the opinion , grenadier path should have a better burst than rifleman , why not swap the +15% crit tactic from tinkerer path to grenadier path (11 points too) instead of the grenade aoe radius increase tactic (first tactic in grenadier tree) but we have to find another tactic for tinkerer tree (11 points)
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