Magus thoughts on rift fixes and mechanics

Chat about everything else - ask questions, share stories, or just hang out.
User avatar
Scrilian
Posts: 1570

Re: Magus thoughts on rift fixes and mechanics

Post#21 » Mon Aug 28, 2017 5:06 pm

Will the rift respect the same vertical and los limitations as any other pull in the game?
Вальтер Рыжий RU => Gaziraga BW, Valefar WL, Lovejoy
Retired
ex-Greenfire/Invasion RvR leader
Wonderful RvR music videos ;)

Ads
Tankbeardz
Posts: 629

Re: Magus thoughts on rift fixes and mechanics

Post#22 » Mon Aug 28, 2017 6:26 pm

CegeePegee wrote:Electromagnet has the exact same delay, it's inherent to the design of how the skill is triggered. Nothing to be done there.
The delay on Rift was never the same as Electromagnet, it was always faster.

User avatar
CegeePegee
Former Staff
Posts: 283

Re: Magus thoughts on rift fixes and mechanics

Post#23 » Mon Aug 28, 2017 7:46 pm

Tankbeardz wrote:
CegeePegee wrote:Electromagnet has the exact same delay, it's inherent to the design of how the skill is triggered. Nothing to be done there.
The delay on Rift was never the same as Electromagnet, it was always faster.
yeah and rift has been totally reworked so the way it's always been is no longer relevant. It now works *identically* to Electromagent with the only exception being that it is defended against with disrupt rather than dodge. I hope that helps clear things up.

User avatar
Gewehrschwanz
Posts: 35

Re: Magus thoughts on rift fixes and mechanics

Post#24 » Mon Aug 28, 2017 8:05 pm

Magnet does get dodged...but I do agree that with the way battles to to be mostly mobile, both magus and engi (being built to perform in a more static role) tend towards being more challenging to play...refining cast/damage on the move may be in the future though, so twas whispered once to me...we shall see...won't stop me from enjoying my engi...just makes it more interesting to play
Resident whipping Engi of Train Wreck
"Pulling...Now, Now, Now..."

User avatar
Nidwin
Posts: 662

Re: Magus thoughts on rift fixes and mechanics

Post#25 » Wed Sep 06, 2017 8:32 am

Ok.

I respecced Yesterday evening my 38rr10 crappy geared Magus to check out rift and how funny 35+ low rr toons are in T4.

1. Rift got quite often disrupt but that's probably linked to my low stats in whatever is used to check for rift being disrupted. So working as intended it seems, the disrupt part.

2. The delay is annoying as hell meanwhile you can do shitt as you have to wait till the amazing rift animation + delay ends. This will need some adaptation on our side, will find a work around soon or later anyway.

3. I'll have to test it more when in better gear and higher rr but it seems we're back pre rift nerf AoR. So those little orders are going to land at my Magus feet, always, and not on a % distance based as it was after the rift nerf on AoR.

4. Couldn't check the z-axis on rift as it was disrupted more often than not (I presume linked to my low stats) but seeing that vid of Scrilian I think we'll have to keep an eye on the z-axis and report, make a list of stuff and check what's acceptable and what's not.

My opinion at this point in time.
I take the delay + disrupt with open hands as long as the ones I rift in land at my Magus feet and not somewhere half in the middle or 3/4 or 2/3 or randomly.

My two cents Neut and folks
Nidwinqq used teabag Magus [Hysteria]

User avatar
Tesq
Posts: 5717

Re: Magus thoughts on rift fixes and mechanics

Post#26 » Wed Sep 06, 2017 4:12 pm

till when magus/engi wont have dissolving mist and rift (and engi coevalent more accesseble in 1 build) dosent really matter what changes get done to magus/engi rift spec or aoe dmg spec will always be suboptimal; napalm granades/dissolving mist should stay on 9 pt not 13, That skill is for aoe or hybrid build so it cant be on top on the mid master thats the place for st stuff you should choose between left and mid mastery.

(since they dont stack this hardly make it op).

disrupt is necessary as rift is not an opening tool is an anti escape tool is use when enemy start flee or turn or to save someone, it should not be used as alpha strike. And not be disruptable is too extremist for those who try to funnel, yes too hard to break funnel is a thing but thats why disrupt is rng, and maybe this encourage to bring more magus to deal with it. And regardless an ignoring a x% of enemy disrupt chance is enough to makew it work with out being to extreme.
Image

User avatar
Crumbs
Posts: 199

Re: Magus thoughts on rift fixes and mechanics

Post#27 » Thu Sep 07, 2017 2:19 am

Yeah magus complains about firestorm (firestorm can be cast through walls), meanwhilst engi deals mostly physical damage, and phospherous shells and strafing run are trash garbage skills. I wish I had a 150ft laser beam that lasted 6 seconds, dealt more damage than a gunblast and at a higher frequency, and was corp damage.

Magus can't even begin to say anything about rift when compared to magnet, and yet magnet is fine for me.

Also, the synergy between magus pets and their skills is much higher compared to a grenadier engineer trying to mix in rifleman abilities with a grenade turret out(or anything other than gun turret), and having them be mitigated even more horribly than usual. Why would I want to use rifleman abilities with bombardment? Is it because I don't have a 125ft laser beam? Yes
Mekanik/Cqb [engi] 40/86
Zuu [AM] 40/83
[magus] 40/70

User avatar
Nidwin
Posts: 662

Re: Magus thoughts on rift fixes and mechanics

Post#28 » Thu Sep 07, 2017 8:59 am

Played a bit again Yesterday evening and started to get slightly used to the delay but it's going to take time to adapt properly.

Is it possible to check the snaring part on the new handler for rift/magnet?
I never played an engie so can't tell but it's possible there will be a need to adjust when the snare kicks off with the delay in place.
Nidwinqq used teabag Magus [Hysteria]

Ads
geezereur
Posts: 701

Re: Magus thoughts on rift fixes and mechanics

Post#29 » Thu Sep 07, 2017 10:09 am

On my Magus I tried yesterday with both Mist and firestorm and firestorm was dealing more damage than mist, Mist damage is really low I wish both the engi and magus got a damage buff on Mist.

Tankbeardz
Posts: 629

Re: Magus thoughts on rift fixes and mechanics

Post#30 » Thu Sep 07, 2017 2:01 pm

Crumbs wrote:Yeah magus complains about firestorm (firestorm can be cast through walls), meanwhilst engi deals mostly physical damage, and phospherous shells and strafing run are trash garbage skills. I wish I had a 150ft laser beam that lasted 6 seconds, dealt more damage than a gunblast and at a higher frequency, and was corp damage.

Magus can't even begin to say anything about rift when compared to magnet, and yet magnet is fine for me.

Also, the synergy between magus pets and their skills is much higher compared to a grenadier engineer trying to mix in rifleman abilities with a grenade turret out(or anything other than gun turret), and having them be mitigated even more horribly than usual. Why would I want to use rifleman abilities with bombardment? Is it because I don't have a 125ft laser beam? Yes
•Engi is a superior class in most situations. Not sure what your issues are but I have no problems killing people on engi.
•Phos shells are a great ability on a 1 second cast and should really be included as part of your finisher rotation.
•150 laser beam? IFOC? Yes it deals more damage but on a 2 second interval. Engi can cast Phos and focus fire in the time it takes for 2 IFOC hits.

The grass is always greener....

Who is online

Users browsing this forum: No registered users and 29 guests