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Magus fix

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rychu097
Posts: 16

Magus fix

Post#1 » Sat Aug 15, 2026 6:41 am

so we are good couple of days since august patch. Everyone (even magus players) can agree that class is broken as hell right especially in small fights.

basing on Developer comment from last patch:

"The priority of balancing in Return of Reckoning is set around group play, meaning any number from 6 all the way up to large scale fights in RvR. However, if we can improve balance for smaller numbered fights without negatively affecting group balance, we are willing to do so"

Please improve balance becasue magus is destroying it completely in small fights. Amount of utility, combined with instant super strong defensive ability and huge burst is just broken.

Iam not developer so i dont know how to code it properly but just tuning numbers a bit especially in single target which almost every one play. Its i belive something like 13/0/9.

It wouldnt affect warband play at all but will help a lot in small fights.

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Nauht
Posts: 68

Re: Magus fix

Post#2 » Sat Aug 15, 2026 6:58 am

Sub in engi for magus and you got the right of it.

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Mishas
Posts: 24

Re: Magus fix

Post#3 » Sat Aug 15, 2026 7:08 am

rychu097 wrote: Sat Aug 15, 2026 6:41 am so we are good couple of days since august patch. Everyone (even magus players) can agree that class is broken as hell right especially in small fights.

basing on Developer comment from last patch:

"The priority of balancing in Return of Reckoning is set around group play, meaning any number from 6 all the way up to large scale fights in RvR. However, if we can improve balance for smaller numbered fights without negatively affecting group balance, we are willing to do so"

Please improve balance becasue magus is destroying it completely in small fights. Amount of utility, combined with instant super strong defensive ability and huge burst is just broken.

Iam not developer so i dont know how to code it properly but just tuning numbers a bit especially in single target which almost every one play. Its i belive something like 13/0/9.

It wouldnt affect warband play at all but will help a lot in small fights.
Can you elaborate on what did Magus get last patch that has changed the balance so much for small fights?

Kanser
Posts: 35

Re: Magus fix

Post#4 » Sat Aug 15, 2026 9:04 am

Nauht wrote: Sat Aug 15, 2026 6:58 am Sub in engi for magus and you got the right of it.
I think you are kidding

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aa91837
Posts: 126

Re: Magus fix

Post#5 » Sat Aug 15, 2026 9:34 am

rychu097 wrote: Sat Aug 15, 2026 6:41 am so we are good couple of days since august patch. Everyone (even magus players) can agree that class is broken as hell right especially in small fights.

basing on Developer comment from last patch:

"The priority of balancing in Return of Reckoning is set around group play, meaning any number from 6 all the way up to large scale fights in RvR. However, if we can improve balance for smaller numbered fights without negatively affecting group balance, we are willing to do so"

Please improve balance becasue magus is destroying it completely in small fights. Amount of utility, combined with instant super strong defensive ability and huge burst is just broken.

Iam not developer so i dont know how to code it properly but just tuning numbers a bit especially in single target which almost every one play. Its i belive something like 13/0/9.

It wouldnt affect warband play at all but will help a lot in small fights.
magus actually doing less damage than before patch , but nice try
Nobody on the broken noob class

rychu097
Posts: 16

Re: Magus fix

Post#6 » Sat Aug 15, 2026 10:06 am

U want me to copy patch notes? everyone can read it.

i see that most of posts are trying to show me in negative way because i didnt post specifc "pro" calculated numbers.

as i said iam not the developer and try hard to calculate things.

Everyone who is atleast a bit objective see how many maguses started playing in last couple of days? why? becasue class is weaker than before?xDDD ofc it is fotml right now and should be tuned down.

not nerfed just tuned thats all.

Kanser
Posts: 35

Re: Magus fix

Post#7 » Sat Aug 15, 2026 10:12 am

aa91837 wrote: Sat Aug 15, 2026 9:34 am
rychu097 wrote: Sat Aug 15, 2026 6:41 am so we are good couple of days since august patch. Everyone (even magus players) can agree that class is broken as hell right especially in small fights.

basing on Developer comment from last patch:

"The priority of balancing in Return of Reckoning is set around group play, meaning any number from 6 all the way up to large scale fights in RvR. However, if we can improve balance for smaller numbered fights without negatively affecting group balance, we are willing to do so"

Please improve balance becasue magus is destroying it completely in small fights. Amount of utility, combined with instant super strong defensive ability and huge burst is just broken.

Iam not developer so i dont know how to code it properly but just tuning numbers a bit especially in single target which almost every one play. Its i belive something like 13/0/9.

It wouldnt affect warband play at all but will help a lot in small fights.
magus actually doing less damage than before patch , but nice try
That's not true

rorswar
Posts: 190

Re: Magus fix

Post#8 » Sat Aug 15, 2026 11:34 am

Aaaahhh, the first nerf magus thread of many. We just need Gogo to defend the class and we are golden.

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chook06
Posts: 41

Re: Magus fix

Post#9 » Sat Aug 15, 2026 11:54 am

Yes, I completely agree. I play Magus, and in single-target, its real strength is its crowd control and the sheer number of tools it brings, not its DPS.

We’re being sold a tactic that reduces cast time by 25% as if it were some huge offensive buff. In practice, you go from a 3-second cast to roughly 2.3 seconds. Wow, revolutionary.

Against an organized team, with good healers and players who know what they’re doing, a large part of your DoTs is simply absorbed, cleansed, or healed through. The damage that actually has an impact mostly comes from cast-time abilities, with all the mobility, positioning, and casting constraints that come with them.

The problem is that a lot of the people whining about Magus are judging it from solo play or PUGs. Of course Magus is very strong in solo: it has tons of control and tools to manage its opponent. But as soon as you play against a properly organized group, the reality is completely different. Outside of its control, there’s nothing particularly exceptional about its offensive potential.

So if your entire analysis of Magus comes down to “it does too much damage,” then you simply haven’t understood what actually makes the class strong. Magus is strong because of its control and its toolkit. Its DPS, on the other hand, is far from unmanageable and is fairly easy to counter as soon as there’s even a minimum amount of organization on the other side.

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Demonito
Posts: 132

Re: Magus fix

Post#10 » Sat Aug 15, 2026 12:23 pm

The major change comes from the pet giving 20% more dmg instantly

That buff was already fast to stack but when pet was killed, you had to restart
Same if moving/punted, you had to use Resummon or respawn another from 0
To build up and maintain this buff was the very essence of how the class functioned
The only malus now is staying close to the pet, wich isn't much and disappear with instant spawn tactic
Class mechanic was alright before, would be a shame to nerf stats because of that new buff
Those instant +20% could be added in daemonic pact instead (right end tree tactic) for wb play

Engi also hurt a lot more, with instant +20% on their Auto Atk

Then again, idc about nerf and would prefer some rework on sorc gameplay
(to spam ice spike everytime before a fight is lame)
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