[Pet classes] Magus / Engi (WL/SH)
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Re: [Pet classes] Magus / Engi (WL/SH)
I agree on reverting the group heals affecting the pets, or reducing the damage they get from aoe damages, or a combination of both: 50% of group heals affect the pets, and they receive 50% of aoe damage. The actual drawbacks on WB play and city sieges are too severe for them.
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Re: [Pet classes] Magus / Engi (WL/SH)
Something else I should of said earlier in the thread but didn't really want to write a novel was why this is becoming such a problem now is city.
When the original changes on this server to engineer/magus happened warband play was in it's infancy, back in T3 cap when all you had was guilds like tempest wolves and pornfactory, and while that was heavily morale focused and obviously those guilds weren't running any pet classes for that matter, the majority of the community didn't really care about organized warband play... i mean there was literally more 6v6 players at that time.
Engineer and Magus have always been really bad at 6v6, you can go back through jono's (RIP) posts and you can tell he really wanted to make magus work in 6's. But this isn't anymore just a problem with magus/engineer its a rdps archetype problem. And thankfully whoever implemented ranked solo had the foresight to force RDPS vs RDPS on both sides. Either way 6v6 is pretty much dead now, theres pretty much only 2-3 guilds in NA that even bother and EU isn't looking much better.
What matters now, and why these issues about engineer and magus are coming out of the woodworks is CITY. Everyone does organized 24v24 warband play now, whether they love it or hate it... its the endgame. And theres a lot of people out there that love these classes and they begrudgingly drag them into city, maybe even avoiding playing with their friends to not **** up their warbands even. I happen to be lucky enough to have people that will take my magus no matter what. And maybe thats why I care so much about the class to even write up posts like these, and try to get every ounce of effectiveness out of the class and run into the problems that I do.
Magus and Engineer are great classes for general RvR and solo/unorganized play. I pretty much always pushed newer players onto these classes if they wanted to play DPS because I know out of anything else they could play they would have the most fun on engineer and magus. And leveling up my magus not too long ago I had a blast and I was playing solo for most of it. Nothing has changed in that regard.
But in city, and im sure organized warband play the flaws of the class start really showing. The pet mechanics start breaking down as you are hiding behind 100 people at a keep, you are now in the **** and your pet is eating 10 diff aoes every GCD. Your damage is there on the scoreboard for everyone to see and any good meta dps class is going to blow you away. And then when you ask ok so the damage isnt great, your constantly complaining about your pet being dead at least you bring some utility right?? And I think we know the answer to that question lol.
Anyways the reason im writing this autisticly long post here is because you really need to go through all that BS to even get to city to start seeing the cracks in the class. If you just do RvR and casually play you'll never see why the class is in as bad a state as people who are at this level/time investment are seeing.
When the original changes on this server to engineer/magus happened warband play was in it's infancy, back in T3 cap when all you had was guilds like tempest wolves and pornfactory, and while that was heavily morale focused and obviously those guilds weren't running any pet classes for that matter, the majority of the community didn't really care about organized warband play... i mean there was literally more 6v6 players at that time.
Engineer and Magus have always been really bad at 6v6, you can go back through jono's (RIP) posts and you can tell he really wanted to make magus work in 6's. But this isn't anymore just a problem with magus/engineer its a rdps archetype problem. And thankfully whoever implemented ranked solo had the foresight to force RDPS vs RDPS on both sides. Either way 6v6 is pretty much dead now, theres pretty much only 2-3 guilds in NA that even bother and EU isn't looking much better.
What matters now, and why these issues about engineer and magus are coming out of the woodworks is CITY. Everyone does organized 24v24 warband play now, whether they love it or hate it... its the endgame. And theres a lot of people out there that love these classes and they begrudgingly drag them into city, maybe even avoiding playing with their friends to not **** up their warbands even. I happen to be lucky enough to have people that will take my magus no matter what. And maybe thats why I care so much about the class to even write up posts like these, and try to get every ounce of effectiveness out of the class and run into the problems that I do.
Magus and Engineer are great classes for general RvR and solo/unorganized play. I pretty much always pushed newer players onto these classes if they wanted to play DPS because I know out of anything else they could play they would have the most fun on engineer and magus. And leveling up my magus not too long ago I had a blast and I was playing solo for most of it. Nothing has changed in that regard.
But in city, and im sure organized warband play the flaws of the class start really showing. The pet mechanics start breaking down as you are hiding behind 100 people at a keep, you are now in the **** and your pet is eating 10 diff aoes every GCD. Your damage is there on the scoreboard for everyone to see and any good meta dps class is going to blow you away. And then when you ask ok so the damage isnt great, your constantly complaining about your pet being dead at least you bring some utility right?? And I think we know the answer to that question lol.
Anyways the reason im writing this autisticly long post here is because you really need to go through all that BS to even get to city to start seeing the cracks in the class. If you just do RvR and casually play you'll never see why the class is in as bad a state as people who are at this level/time investment are seeing.
Re: [Pet classes] Magus / Engi (WL/SH)
Agree with everything you said. I loved my magus until I realised I need to go through the city grind, and that nobody will ever want me in there.
Honestly, I doubt even these changes will change the fact that most of your dps relies on cleansable dots and the questionable performance of rift.
But it's at least a step closer to making magi and engis less frustrating to play.
Re: [Pet classes] Magus / Engi (WL/SH)
What about a tactic to allow Magus/Engi to heal pet? For instance a tactic that heals pet for 50% of damage dealt. This would give an option instead of the insta summon tactic -- mobility vs stationary survivability. It also prevents the WL/SH pet becoming too strong by allowing pets to be affected by group heals.
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Re: [Pet classes] Magus / Engi (WL/SH)
I do not think healing would change much. Most of the times I summon pet in fights it just gets obliterated almost instantlyDrys wrote: Sun Apr 26, 2020 12:26 am What about a tactic to allow Magus/Engi to heal pet? For instance a tactic that heals pet for 50% of damage dealt. This would give an option instead of the insta summon tactic -- mobility vs stationary survivability. It also prevents the WL/SH pet becoming too strong by allowing pets to be affected by group heals.

Re: [Pet classes] Magus / Engi (WL/SH)
Magus and Engineer already have a mandatory tactic tied to their pets to make them less clunky, having to run another mandatory tactic to make our class mechanic workable would just be incredibly lazy/bad design and further limit options of an already bottom tier class in city by giving them only 2 options for tactics.Drys wrote: Sun Apr 26, 2020 12:26 am What about a tactic to allow Magus/Engi to heal pet? For instance a tactic that heals pet for 50% of damage dealt. This would give an option instead of the insta summon tactic -- mobility vs stationary survivability. It also prevents the WL/SH pet becoming too strong by allowing pets to be affected by group heals.
Re: [Pet classes] Magus / Engi (WL/SH)
Magus and Engis need some work related to the pet, it’s clunky and only a hinder to the class. It is a bad design and should should be looked into.
The King.
Re: [Pet classes] Magus / Engi (WL/SH)
It actually promotes build diversity. Right now you have one mandatory tactic. With this new tactic, you could have a tactic set for stationary fighting - like keeps or forts - and a mobile tactic set using insta summon. Or both as you suggest at the cost of some DPS.Starx wrote: Sun Apr 26, 2020 1:15 amMagus and Engineer already have a mandatory tactic tied to their pets to make them less clunky, having to run another mandatory tactic to make our class mechanic workable would just be incredibly lazy/bad design and further limit options of an already bottom tier class in city by giving them only 2 options for tactics.Drys wrote: Sun Apr 26, 2020 12:26 am What about a tactic to allow Magus/Engi to heal pet? For instance a tactic that heals pet for 50% of damage dealt. This would give an option instead of the insta summon tactic -- mobility vs stationary survivability. It also prevents the WL/SH pet becoming too strong by allowing pets to be affected by group heals.
Spoiler:
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Re: [Pet classes] Magus / Engi (WL/SH)
Reduced aoe damage on pet this would prob be the best change,
Re: [Pet classes] Magus / Engi (WL/SH)
C: Revert the nerf to pets - Make them benefit from group buffs, group heals etc.
You will end up having flying tigers destroying oil in a blink of an eye.
You will end up having flying tigers destroying oil in a blink of an eye.
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