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Magus thoughts on rift fixes and mechanics

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kirraha
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Re: Magus thoughts on rift fixes and mechanics

Post#11 » Sun Aug 27, 2017 8:48 pm

Yeah they delay is just weird, why was it added?

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Scrilian
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Re: Magus thoughts on rift fixes and mechanics

Post#12 » Sun Aug 27, 2017 9:42 pm

How about we fix this instead? ;)

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kirraha
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Re: Magus thoughts on rift fixes and mechanics

Post#13 » Sun Aug 27, 2017 9:57 pm

what is wrong rifting ppl down who you can clearly see from the second floor? you never go through the walls or floor

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Scrilian
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Re: Magus thoughts on rift fixes and mechanics

Post#14 » Sun Aug 27, 2017 10:01 pm

What part of me going through the floor did you miss? :mrgreen:
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kirraha
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Re: Magus thoughts on rift fixes and mechanics

Post#15 » Sun Aug 27, 2017 10:03 pm

np I can record it from my angle next time so you can see the difference. ^^

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Scrilian
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Re: Magus thoughts on rift fixes and mechanics

Post#16 » Sun Aug 27, 2017 10:10 pm

Nvidia Shadowplay, that records past 5min of gameplay, is a life saver ;)
The thing that bothers me a bit is that I wasn't directly rifted towards caster on the 2nd floor, that would be fine if I was that close. But here I spend most of my time in free fall, besides the initial pull.
Feels cheap since clearly there was a ladder and part of 3rd floor in the way :C
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kirraha
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Re: Magus thoughts on rift fixes and mechanics

Post#17 » Sun Aug 27, 2017 10:14 pm

I agree it should not rift ppl who are not close to the edge and in sight of the caster. :(
and yes shadowplay is very useful. I need to clear some space on the computer to use it again, its good for things like these

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Karast
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Re: Magus thoughts on rift fixes and mechanics

Post#18 » Mon Aug 28, 2017 3:07 pm

kirraha wrote:I agree it should not rift ppl who are not close to the edge and in sight of the caster. :(
and yes shadowplay is very useful. I need to clear some space on the computer to use it again, its good for things like these
It was pulling at a maximum of 120ft at times, and los was seeming not needed if your target was moving.

It was a huge problem and worked completely differently than the engi pull.

I know it is easy to dismiss complaints as just whine. But that was how it was honestly working.

It's gonna suck for you wb maguses to go back to the standard pull.

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Tankbeardz
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Re: Magus thoughts on rift fixes and mechanics

Post#19 » Mon Aug 28, 2017 3:13 pm

Karast wrote:
kirraha wrote:I agree it should not rift ppl who are not close to the edge and in sight of the caster. :(
and yes shadowplay is very useful. I need to clear some space on the computer to use it again, its good for things like these
It was pulling at a maximum of 120ft at times, and los was seeming not needed if your target was moving.

It was a huge problem and worked completely differently than the engi pull.

I know it is easy to dismiss complaints as just whine. But that was how it was honestly working.

It's gonna suck for you wb maguses to go back to the standard pull.
I play both and, while I can adjust to the new delay, it doesn't work that great in RVR. Standard pull it is not...magus rift was always faster.

I disagree with your statement that it worked completely different...imo engi pull range was not any different than magus, it just included a delay. Perhaps we should look into engi range as well?

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CegeePegee
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Re: Magus thoughts on rift fixes and mechanics

Post#20 » Mon Aug 28, 2017 3:28 pm

Electromagnet has the exact same delay, it's inherent to the design of how the skill is triggered. Nothing to be done there.

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