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Engi / Magus changes that dont overbuff the dmg output

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Oglaf
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Posts: 279

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

Post#11 » Wed Nov 11, 2020 11:55 pm

Why aren't all pets simply immune to AoE dmg, I wonder?*

So that the only way they're actually destroyed is if being intentionally targeted.

Might be OP, might not be - I can't help but think about it.

*or at least taking heavily reduced
Last edited by Oglaf on Wed Nov 11, 2020 11:58 pm, edited 1 time in total.

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catholicism198
Posts: 1092

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

Post#12 » Wed Nov 11, 2020 11:58 pm

Concussive (group) and snipe + gun blast cast time reduction (solo/keep.) the reduction in cast time allows for quicker burst rotations.
Concussive change might make engineers desirable for city wbs. Might.

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kmark101
Posts: 482

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

Post#13 » Thu Nov 12, 2020 12:01 am

noronn wrote: 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.
Nothing about reading comprehension, more like you did not consider every aspect of your suggestions. In this example, when your pet is dying and 1 swing from death you could just re-summon a new one.
Gryyw - Ironbreaker

Zadorck
Posts: 36

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

Post#14 » Thu Nov 12, 2020 12:10 am

And what about a tactic like ''you can't summon any pet, but you does x% more dmg'' :D
Being dependant of pets is frustrating
And rsh does have two like this

noronn
Posts: 46

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

Post#15 » Thu Nov 12, 2020 12:20 am

kmark101 wrote: Thu Nov 12, 2020 12:01 am
noronn wrote: 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.
Nothing about reading comprehension, more like you did not consider every aspect of your suggestions. In this example, when your pet is dying and 1 swing from death you could just re-summon a new one.
No way! Guess you just figured out what the ability is supposed to counter if timed and played well during its runtime. (same logic as the new heal ability by the way).

I hope devs can take these ideas and figure something out. I will not argue with the typical forum warrior that just gets farmed over and over again by good groups. Ah never mind. There are no good groups because there is "no skill involved in this game, just luck". HF <3

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kmark101
Posts: 482

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

Post#16 » Thu Nov 12, 2020 12:38 am

noronn wrote: Thu Nov 12, 2020 12:20 am
kmark101 wrote: Thu Nov 12, 2020 12:01 am
noronn wrote: Wed Nov 11, 2020 11:53 pm

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.
Nothing about reading comprehension, more like you did not consider every aspect of your suggestions. In this example, when your pet is dying and 1 swing from death you could just re-summon a new one.
No way! Guess you just figured out what the ability is supposed to counter if timed and played well during its runtime. (same logic as the new heal ability by the way).

I hope devs can take these ideas and figure something out. I will not argue with the typical forum warrior that just gets farmed over and over again by good groups. Ah never mind. There are no good groups because there is "no skill involved in this game, just luck". HF <3
No, it never "supposed" to have +40% damage uptime constantly. If that would have been the goal it wouldn't be connected to vulnerable pets. It's there to keep your dps in check and pay attention to your pet. Counterplay of this is to kill the pet. If killing the pet wouldn't matter cause you could just re-summon instantly, then what would be the point of this? But why do I explain, you know this exactly.

Rest of your comment is just not worth a reply.
Gryyw - Ironbreaker

lyncher12
Posts: 542

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

Post#17 » Thu Nov 12, 2020 12:52 am

kmark101 wrote: Thu Nov 12, 2020 12:38 am
noronn wrote: Thu Nov 12, 2020 12:20 am
kmark101 wrote: Thu Nov 12, 2020 12:01 am

Nothing about reading comprehension, more like you did not consider every aspect of your suggestions. In this example, when your pet is dying and 1 swing from death you could just re-summon a new one.
No way! Guess you just figured out what the ability is supposed to counter if timed and played well during its runtime. (same logic as the new heal ability by the way).

I hope devs can take these ideas and figure something out. I will not argue with the typical forum warrior that just gets farmed over and over again by good groups. Ah never mind. There are no good groups because there is "no skill involved in this game, just luck". HF <3
No, it never "supposed" to have +40% damage uptime constantly. If that would have been the goal it wouldn't be connected to vulnerable pets. It's there to keep your dps in check and pay attention to your pet. Counterplay of this is to kill the pet. If killing the pet wouldn't matter cause you could just re-summon instantly, then what would be the point of this? But why do I explain, you know this exactly.

Rest of your comment is just not worth a reply.
im not surprised the guy that thinks toughness aura is the strongest one for chosen types dumb **** like this. its not about having permanent uptime on your buff, its about not being completely gutted by having to reposition or your pet inevitably dying. as it stands right now you either sit on a keep wall to maintain your 8 stack safe space or you actually roam around and accept your fate with 2 stacks maximum.

the entire point is to not go from 100-0 just because the pet dies or you have to move. theres really no other way to put it if you don't understand this.

paperclipdog
Posts: 100

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

Post#18 » Thu Nov 12, 2020 12:58 am

I second the sentiment that buffing Engi/Magus damage output at this point is a bit worrisome.

That being said the proposed changes about resummoning would just flat out overlap with the "Resummon" ability and as such dont make a lot of sense imo.
What I could get beind is a baseline change to only removing 2 instead of 4 stacks upon a pet-death/resummon. That would make movement and pet-deaths less punishing. When you think only losing 2 stacks upon pet-death is too strong I want you to keep in mind that if your pet did die you most likely have to find a safe spot to summon it in order to avoid another insta-death, thus losing even more stacks.
Last edited by paperclipdog on Thu Nov 12, 2020 12:59 am, edited 1 time in total.

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Hardkoar
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Posts: 242

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

Post#19 » Thu Nov 12, 2020 12:59 am

zij83 wrote: 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.

That has got to be the worst design in history. Especially in shining way. The turret heroes can just camp the walls completely safe from anything and anyone and eradicate warbands as they try to go from one flag to another! They can shoot all the way down to the flag and interrupt cappers too. It's so braindead u can do it with your monitor off. Something like this should never be in any game.

I know that nerfs to the ugliest class in the entire game will never accour, but atleast move the sodding flag so that to interrupt capping they need to choose to come off the wall.... Insane how bad this is.

noronn
Posts: 46

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

Post#20 » Thu Nov 12, 2020 1:06 am

paperclipdog wrote: Thu Nov 12, 2020 12:58 am I second the sentiment that buffing Engi/Magus damage output at this point is a bit worrisome.

That being said the proposed changes about resummoning would just flat out overlap with the "Resummon" ability and as such dont make a lot of sense imo.
What I could get beind is a baseline change to only removing 2 instead of 4 stacks upon a pet-death/resummon. That would make movement and pet-deaths less punishing. When you think only losing 2 stacks upon pet-death is too strong I want you to keep in mind that if your pet did die you most likely have to find a safe spot to summon it in order to avoid another insta-death, thus losing even more stacks.
Fair point, i was actually thinking about that as well, but i wanted to tie the extra mobility to some kind of thinking (ie. a spell that you actively have think about and not just passively buffing the generation/degeneration of stacks). Having said that you could also reduce resummons cooldown by quiet a bit and tie it to the tactic so both classes cant use one extra tactic if deemed to strong on its own.

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