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[Feedback] Engineer / Magus Changes

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Tankbeardz
Posts: 629

Re: [Feedback] Engineer / Magus Changes

Post#141 » Mon Dec 12, 2016 7:01 pm

Lektroluv wrote:
Tankbeardz wrote:What is this major buff you are speaking of?
Well maybe because i played a enginer since launch day, i remember enginers and magus at launch had not any "improvised upgrades buff"
In the patch 1.4 from november 2010 which gave them improvised upgrades buff for stay next to turret's-daemon's was a major buff on live server.

On that patch, they didn't only get improvised upgrades buff, theyr stats started to affect the turrets too (including weapon skill, ballistic skill and wounds stats) and made them win a 4% damage each 2 seconds up to a 20% once they were next to turret and demon.

Maybe you don't consider it a mayor buff, but for the people (me included, which played a enginer in those days, it was a really mayor one)

After all, i am not discussing with you about this thing anymore, i know i am right about this case and that is all i need to know, have fun and try to make a fair game, will be better for everyone.
That's funny...my first toon was an engineer and they were great at launch...along with every other AOE caster. Over the years this was nerfed massively...many times. You call the damage stack a major buff? No...it was a garbage solution that didn't solve anything. I'm glad you know you are right...because everyone else knows you are wrong.

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Dabbart
Posts: 2251

Re: [Feedback] Engineer / Magus Changes

Post#142 » Mon Dec 12, 2016 7:39 pm

Fousek wrote:
Dabbart wrote:I wonder if mythic ever had a formula for dps based on range. But I feel sure that the inability to detaunt the attacker would of drastically reduced the damage on super long attacks.

Just my opinion ofc. But I have thought that any damage past the 120ft point should face a reduction. The fact you can still target and cast should be enough of an advantage with out full damage as well.
I remember 7k+ Festering Arrows on 120ft range on live servers...

And this has what to do with anything?

1. Not playing on Live Servers.
2. RoR has a damage cap(4k)
3. Nothing to do with the classes discussed
4. I said PAST 120ft
5. FA has a 110ft range(with stance[dunno if it was lowered since Live])

Also, FA requires 3s cast, a mastery point, and a tactic. That 10ft different of detauntable or not is negligable. Hence why I stated past 120ft. A 20ft dash to detaunt is possible.

Thanks for the input. But my entire point still stands. As opinion ofc:P
Azarael wrote: It's only a nerf if you're bad.

(see, I can shitpost too!)
Secrets wrote: Kindly adjust your attitude to actually help the community and do not impose your will on it. You aren't as powerful as you think.

Fousek
Posts: 6

Re: [Feedback] Engineer / Magus Changes

Post#143 » Mon Dec 12, 2016 8:21 pm

Dabbart wrote:
And this has what to do with anything?
You asked if Mythic had formula for long range dmg (out of detaunt range attacks) so answer is no.
And extra 10ft is from set bonus.

Dabbart
Posts: 2251

Re: [Feedback] Engineer / Magus Changes

Post#144 » Mon Dec 12, 2016 8:35 pm

Which set gives +10ft range? Me didn't know about that.

And the formula is still possible. The added cost of tactic, mastery lvl, and cast time would all be taken into account.
Azarael wrote: It's only a nerf if you're bad.

(see, I can shitpost too!)
Secrets wrote: Kindly adjust your attitude to actually help the community and do not impose your will on it. You aren't as powerful as you think.

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Stinkyweed
Posts: 467

Re: [Feedback] Engineer / Magus Changes

Post#145 » Mon Dec 12, 2016 9:54 pm

Invader set bonus
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Waaghaa
Posts: 215

Re: [Feedback] Engineer / Magus Changes

Post#146 » Tue Dec 13, 2016 3:34 pm

I havent played an Engineer so I wouldnt know anything viable about that class, seems a little odd though that a dps class ? (or what is your designation ? LRDHH long range dps hybrid healer)

can heal others, the numbers that keg gives you all is ludicrous.

And its not your fault, I get that, aint here to bit** about that either, but it seems to me that an engineer nowadays can do far more then any other class in this game, can you guys tank also?
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Grunbag
Former Staff
Posts: 1881

Re: [Feedback] Engineer / Magus Changes

Post#147 » Tue Dec 13, 2016 3:50 pm

Don't think we do much more things than your magus , our heal ability is different than yours
I'm afraid to not understand the point of you post ? (Sorry maybe my English is not good enough to understand)
Grunbag - 40 - 33 Squig Herder
Skorri - 40 - 65 Engineer

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Tankbeardz
Posts: 629

Re: [Feedback] Engineer / Magus Changes

Post#148 » Wed Jan 04, 2017 2:26 pm

Waaghaa wrote:I havent played an Engineer so I wouldnt know anything viable about that class, seems a little odd though that a dps class ? (or what is your designation ? LRDHH long range dps hybrid healer)

can heal others, the numbers that keg gives you all is ludicrous.

And its not your fault, I get that, aint here to bit** about that either, but it seems to me that an engineer nowadays can do far more then any other class in this game, can you guys tank also?
Honestly, it is more ludicrous that most classes get a heal debuff (including healers) and that engi / magus do not. Keg numbers are mainly fluff...they won't sustain anyone through any type of burst.

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Panzerkasper
Posts: 586

Re: [Feedback] Engineer / Magus Changes

Post#149 » Wed Jan 04, 2017 2:29 pm

Tankbeardz wrote:Keg numbers are mainly fluff...they won't sustain anyone through any type of burst.
Good joke, next one pls :lol:
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Tankbeardz
Posts: 629

Re: [Feedback] Engineer / Magus Changes

Post#150 » Wed Jan 04, 2017 2:34 pm

Panzerkasper wrote:
Tankbeardz wrote:Keg numbers are mainly fluff...they won't sustain anyone through any type of burst.
Good joke, next one pls :lol:
LoL...you people. :lol:

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