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Engi / Magus changes that dont overbuff the dmg output

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noronn
Posts: 46

Engi / Magus changes that dont overbuff the dmg output

Post#1 » Wed Nov 11, 2020 7:50 pm

Since its probably going to get lost in the patch notes thread I will post it here again:

Buffing Engi or Magus dmg output is the wrong approach. These classes have a ton of dmg output already. While it is true engi is much more mobile with the new tactic, because you can apply your burst/a big hit for assist dmg much quicker, move to a new position and repeat, it also tremendously buffs dmg output from the already strong 8 stacks camp and click on top of a keep playstyle which, no doubt, is fun but doesn’t require any skill.

Some solutions to rewarding a mobile play style could be:

Make Insta pet / turret tactics part of the actual mechanic. To play the class in any other environment than sitting in a keep you NEED that tactic to gain any immediate benefit from your turret. It would free up a tactic slot for both classes and would make build variety a tad more exciting.

When summoning a new pet of the same type currently (ie, gun turret -> new gun turret) you lose half your stacks (same applies for the pet being killed).
Remove the penalty when you summon a new pet.

You are at 5 stacks, need to move because your position is not good for the fight anymore (ie moving too far away from you or moving towards you), while walking to the new position you lose 1 or 2 stacks, because you are out of pet range. Now you summon a new pet of the same type and keep the stacks you currently have.

If this is considered too strong on its own you could change the new pet heal ability again (lets be serious: the pet is gonna die after the 3 secs dmg immunity anyway. Its a nice touch but not really viable to use) into the following:

When the ability is active you don’t lose stacks when summoning a new turret of the same type and reduces the cool down of summoning pets to 0 seconds. X seconds duration.


Reverting the current change and just implementing one of the above (or all) changes would make engi/magus skill ceiling much higher while rewarding more skill based gameplay and not overbuffing the already fine Sniper keep play style.

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catholicism198
Posts: 1092

Re: Engi / Magus changes that dont overbuff the dmg output

Post#2 » Wed Nov 11, 2020 10:07 pm

Bro, this isn’t a “skill based” based game. No old school mmos is “skill based.”
At most, you could argue that “skill” is involved when is comes to positioning in cities, but aside from that, no nerfs or buffs will change the “skill cap.”

As someone that’s played the engineer and magus extensively I can tell you that the main issue they have is their extreme dependence to their turrets.

This launch/beta skill isn’t all that useful. The turret still dies in two seconds to aoe two seconds later.

lyncher12
Posts: 542

Re: Engi / Magus changes that dont overbuff the dmg output

Post#3 » Wed Nov 11, 2020 10:24 pm

catholicism198 wrote: Wed Nov 11, 2020 10:07 pm Bro, this isn’t a “skill based” based game. No old school mmos is “skill based.”
At most, you could argue that “skill” is involved when is comes to positioning in cities, but aside from that, no nerfs or buffs will change the “skill cap.”

As someone that’s played the engineer and magus extensively I can tell you that the main issue they have is their extreme dependence to their turrets.

This launch/beta skill isn’t all that useful. The turret still dies in two seconds to aoe two seconds later.
if thats the case then why are so many players bad

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zij83
Posts: 129

Re: Engi / Magus changes that dont overbuff the dmg output

Post#4 » Wed Nov 11, 2020 10:28 pm

catholicism198 wrote: Wed Nov 11, 2020 10:07 pm Bro, this isn’t a “skill based” based game. No old school mmos is “skill based.”
At most, you could argue that “skill” is involved when is comes to positioning in cities, but aside from that, no nerfs or buffs will change the “skill cap.”

As someone that’s played the engineer and magus extensively I can tell you that the main issue they have is their extreme dependence to their turrets.

This launch/beta skill isn’t all that useful. The turret still dies in two seconds to aoe two seconds later.
My experience after the buff today is that you can't get close enough to kill the turret before they have murdered you. Especially in forts where 10 of them are just sitting up top murdering everything in sight that has no chance to even engage them.

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catholicism198
Posts: 1092

Re: Engi / Magus changes that dont overbuff the dmg output

Post#5 » Wed Nov 11, 2020 10:40 pm

lyncher12 wrote: Wed Nov 11, 2020 10:24 pm
catholicism198 wrote: Wed Nov 11, 2020 10:07 pm Bro, this isn’t a “skill based” based game. No old school mmos is “skill based.”
At most, you could argue that “skill” is involved when is comes to positioning in cities, but aside from that, no nerfs or buffs will change the “skill cap.”

As someone that’s played the engineer and magus extensively I can tell you that the main issue they have is their extreme dependence to their turrets.

This launch/beta skill isn’t all that useful. The turret still dies in two seconds to aoe two seconds later.
if thats the case then why are so many players bad
Gear or point allocation.

I can beat player B when I have my points allocated for solo roaming but I cannot beat play B when my points are allocated for war band roaming or forts.
Did my “skill level” change when I changed my point allocation? No.

DirkDaring
Posts: 440

Re: Engi / Magus changes that dont overbuff the dmg output

Post#6 » Wed Nov 11, 2020 11:27 pm

i`ve read the patch notes several times , what did they get that buffed them so they are op now ?

Shock Grenade is removed and replaced by Field Repair : 3 seconds channeled Heal on your turret . During the repair, the turret is immune to damage.

- Quick Reloader effect changed from "All Path of the Rifleman abilities now cost 35% fewer action points." to "Snipe and Gun blast now build up one second faster"

- Bandolier is removed

- Concussive Mine moved from core to Grenadier 11 points and have been renamed to Dazzling Flash. The effect will now apply on Flashbang Grenade instead of Land Mine.

- Engineer Buffline will correctly display which turret they are controlling


being able to heal your turret, or pet is ok but not op, changing a core tactic to now be spec able to get the same effect, but on a flash grenades' instead of landmine nice but still requires you to spec it.

changing quick reloader to lower build times by 1 sec is nice, but still not op. what did i miss, that's makes them op now compared to pre patch?

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Naelar
Posts: 296

Re: Engi / Magus changes that dont overbuff the dmg output

Post#7 » Wed Nov 11, 2020 11:42 pm

DirkDaring wrote: Wed Nov 11, 2020 11:27 pm i`ve read the patch notes several times , what did they get that buffed them so they are op now ?

Shock Grenade is removed and replaced by Field Repair : 3 seconds channeled Heal on your turret . During the repair, the turret is immune to damage.

- Quick Reloader effect changed from "All Path of the Rifleman abilities now cost 35% fewer action points." to "Snipe and Gun blast now build up one second faster"

- Bandolier is removed

- Concussive Mine moved from core to Grenadier 11 points and have been renamed to Dazzling Flash. The effect will now apply on Flashbang Grenade instead of Land Mine.

- Engineer Buffline will correctly display which turret they are controlling


being able to heal your turret, or pet is ok but not op, changing a core tactic to now be spec able to get the same effect, but on a flash grenades' instead of landmine nice but still requires you to spec it.

changing quick reloader to lower build times by 1 sec is nice, but still not op. what did i miss, that's makes them op now compared to pre patch?
Read the description of Concussive Mine. That effect is now for Flashbang Grenade instead of Land Mine. Flashbang Grenade has a 10 second cooldown.....

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kmark101
Posts: 482

Re: Engi / Magus changes that dont overbuff the dmg output

Post#8 » Wed Nov 11, 2020 11:48 pm

Extremely bad suggestions in this thread by the OP... I mean you want to engi/magus keep its stack when its pet killed? wtf man just dont post suggestions like that
Gryyw - Ironbreaker

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noronn
Posts: 46

Re: Engi / Magus changes that dont overbuff the dmg output

Post#9 » Wed Nov 11, 2020 11:53 pm

kmark101 wrote: Wed Nov 11, 2020 11:48 pm Extremely bad suggestions in this thread by the OP... I mean you want to engi/magus keep its stack when its pet killed? wtf man just dont post suggestions like that
Please read again. Summoning new pet by urself =/ pet dying. Reading comprehension seems very hard in this forum. Of course you still lose half your stacks if the pet is dying. I never mentioned anything about that.

noronn
Posts: 46

Re: Engi / Magus changes that dont overbuff the dmg output

Post#10 » Wed Nov 11, 2020 11:53 pm

catholicism198 wrote: Wed Nov 11, 2020 10:07 pm Bro, this isn’t a “skill based” based game. No old school mmos is “skill based.”
At most, you could argue that “skill” is involved when is comes to positioning in cities, but aside from that, no nerfs or buffs will change the “skill cap.”

As someone that’s played the engineer and magus extensively I can tell you that the main issue they have is their extreme dependence to their turrets.

This launch/beta skill isn’t all that useful. The turret still dies in two seconds to aoe two seconds later.
LOL

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