Recent Topics

Ads

Rift and Magnet

Chat about everything else - ask questions, share stories, or just hang out.
User avatar
Coryphaus
Posts: 2230

Re: Rift and Magnet

Post#161 » Wed Dec 16, 2015 7:33 pm

First off can't sw's have like 53% chance to crit or something with fester bomb if after casting it and the projectile is still airborne, they pop vengeance of nag and switch stances and stuff?

Secondly I feel in the grand scheme of things I feel that bw and sorc are equal in power and each have distinct advantages over the other

For example it's much eaiser for sorcs to build resource with 0s cd ice spikes vs 10s cd flame breath
Image

Ads
Penril
Posts: 4441

Re: Rift and Magnet

Post#162 » Wed Dec 16, 2015 7:42 pm

My "sorc needs ranged KD" suggestion was as serious as Mez asking for a pounce for WP.

User avatar
peterthepan3
Posts: 6509

Re: Rift and Magnet

Post#163 » Wed Dec 16, 2015 7:45 pm

Aza - sorry if it came across as disgust. It's just a knee-jerk reaction, I suppose: if your class is already lackluster as it is, you'd be defiant to ensure their one redeeming feature is left alone.

However in retrospect, a nerf is needed. All we are saying is that, in exchange, some sort of damage buff/skills moved around the trees (I made a topic talking about my magus/engi suggestions)/class mechanic working regardless of range to pet's location. I can guarantee that the vast majority of magi/engi players would be more than content with this (I talk about things such as snipe having armor ignore/being able to always crit etc/move around firestorm and ifoc - in my topic), and the rift tinkering would go largely unnoticed while we try to be pew pew lolsorcerers.

@ the guys campaigning for sorc KD/heal debuff - you're 4 months early for April 1 jokes!
Image

bloodi
Suspended
Posts: 1725

Re: Rift and Magnet

Post#164 » Wed Dec 16, 2015 7:48 pm

Penril wrote:My "sorc needs ranged KD" suggestion was as serious as Mez asking for a pounce for WP.
While talking bullshit i decided to go ahead and try more the incineration path of the BW, the single target one.

For my calculations, it appears to suck at least, 6 dicks in a row. Even with the current broken flashfire.

I even slotted searing vitality just for the laughs, it heals me for 300 on squishy targets, the explosion procs hit me for 600.

Nova aint bad and there is a certain situation (dps running towards you without guard and no healers) where it shines, everywhere else, trash.

User avatar
Shanell
Posts: 279

Re: Rift and Magnet

Post#165 » Wed Dec 16, 2015 9:12 pm

peterthepan3 wrote: However in retrospect, a nerf is needed. All we are saying is that, in exchange, some sort of damage buff/skills moved around the trees (I made a topic talking about my magus/engi suggestions)/class mechanic working regardless of range to pet's location. I can guarantee that the vast majority of magi/engi players would be more than content with this (I talk about things such as snipe having armor ignore/being able to always crit etc/move around firestorm and ifoc - in my topic), and the rift tinkering would go largely unnoticed while we try to be pew pew lolsorcerers.
I am not sure if it is trolling or he's just mad.
I am willingly exchange my magus' rift only at AOE-armor_ignore-60%snare-always_crit_999dmg-250ft.skill
Rift is essential part of magus and removing it will be makin out of tank-mage, that fight at frong line just another rdps like AM or sorc.
I only can speak by myself - destro don't need another sorc without proper mechanic. Destro need maguses at their currents state.
BG Kecis | Magus Zechariah | Chosen Kastul
Image

User avatar
Azarael
Posts: 5332

Re: Rift and Magnet

Post#166 » Wed Dec 16, 2015 9:44 pm

How you can defend Magus when you've posted that ONE SKILL is defining the class, I don't know.

If your class would be rendered weak by the loss of one mastery skill, it's a terribly designed class and it needs to be fixed. Clinging onto the AoE pull is the reason this will never happen.

ThePollie
Banned
Posts: 411

Re: Rift and Magnet

Post#167 » Wed Dec 16, 2015 9:48 pm

Azarael wrote:How you can defend Magus when you've posted that ONE SKILL is defining the class, I don't know.

If your class would be rendered weak by the loss of one mastery skill, it's a terribly designed class and it needs to be fixed. Clinging onto the AoE pull is the reason this will never happen.
Agreed.

Opinion; Ranged pulls are vile. Forced, no-effort repositioning of opponents with no reasonable counter, from a safe distance, is insulting to any sense of tactical gameplay.

User avatar
peterthepan3
Posts: 6509

Re: Rift and Magnet

Post#168 » Wed Dec 16, 2015 10:11 pm

Shanell wrote:
peterthepan3 wrote: However in retrospect, a nerf is needed. All we are saying is that, in exchange, some sort of damage buff/skills moved around the trees (I made a topic talking about my magus/engi suggestions)/class mechanic working regardless of range to pet's location. I can guarantee that the vast majority of magi/engi players would be more than content with this (I talk about things such as snipe having armor ignore/being able to always crit etc/move around firestorm and ifoc - in my topic), and the rift tinkering would go largely unnoticed while we try to be pew pew lolsorcerers.
I am not sure if it is trolling or he's just mad.
I am willingly exchange my magus' rift only at AOE-armor_ignore-60%snare-always_crit_999dmg-250ft.skill
Rift is essential part of magus and removing it will be makin out of tank-mage, that fight at frong line just another rdps like AM or sorc.
I only can speak by myself - destro don't need another sorc without proper mechanic. Destro need maguses at their currents state.
Excuse me? Did you even read what I said?
I'm not petitioning for the removal of rift; rather, that it is fixed. In the INTERIM, Magus should be given other buffs to make it a more powerful damage dealer - while alternative fixes/additions to the classes are discussed, e.g. CC, its role in the battlefield, etc.
It is my understanding that such radical overhauling of the class - an overhaul that is needed, as per what you said Aza and something that every Magus player understands - will wait until the game is in t4. My suggestions serve merely as a temporary band-aid: something to encourage Magi to use other specs and be at least somewhat-viable at DPS for now (having BOC/IFOC would be a start).

Rift is the only skill that defines the Magus in competitive/mass rvr. Every one knows that, and noone is disputing that. A few alterations are a lot easier to implement than a class overhaul, however (and such an overhaul would require a LOT of time and effort, given that the original devs themselves never really knew what the hell it was exactly that the Magus was supposed to be)

Also this idea of the Magus being a 'tank mage': you do realise that there is only one of three trees dedicated to this? Havoc is a LONG-RANGE Single-target DD tree, and Changing is a mid-range/long-range ST/AOE tree. This concept of the Magus being a 'tank mage' needs to be done away with if we are to have progress.
Yes, it has a few tactics and abilities that enable it to go in melee range and survive/deal damage - but so does the Melee Squig Herder: is that, too, a tank RDPS archetype? It has slightly better defenses than Sorc, but not enough to justify giving them the 'tankier mage' description.

tl;dr: Magus is a good class if used by good players, but these same players could use any other class and be 2x as effective. Rift is the only thing the class brings, but rift itself is a bit too powerful (perhaps) and ez-mode. This doesn't negate from the class being underpowered, and necessitates a complete transformation to ensure the class is not reliant on an OP form of CC to be effective. Such a transformation, however, will take time.
Therefore, small and simple changes, to appease both the general population who hate rift, and the magi themselves, are probably the best ideas for now. imo, of course.
Image

Ads
bloodi
Suspended
Posts: 1725

Re: Rift and Magnet

Post#169 » Wed Dec 16, 2015 10:40 pm

Azarael wrote:How you can defend Magus when you've posted that ONE SKILL is defining the class, I don't know.

If your class would be rendered weak by the loss of one mastery skill, it's a terribly designed class and it needs to be fixed. Clinging onto the AoE pull is the reason this will never happen.

The question however is, is it fixable? Because i dont think so.

Both classes ssingle target tree gets rendered useless for x or y, the aoe pressure one is a failed game design and the one built around close range aoe is another design failure.

Single target was never good but the other two aspects were nerfed across the ground for all classes because of complaints, the class was nerfed into a rift bot because thats what the playerbase wanted.

The only thing to save them is a complete overhaul and i really doubt there is going to be one for any class.

User avatar
peterthepan3
Posts: 6509

Re: Rift and Magnet

Post#170 » Wed Dec 16, 2015 11:06 pm

^ And so the best thing we could do is simply give both classes more damage and CC potential ('oh no, they'll become like sorcs!' cry the masses) as a temporary solution. Utilitarianism, yo.
Image

Who is online

Users browsing this forum: No registered users and 18 guests