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Rift and Magnet

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Coryphaus
Posts: 2230

Re: Rift and Magnet

Post#251 » Fri Dec 18, 2015 6:22 pm

Buff Engi/mags single target with more burst i guess?

Engie can be addressed with a tactic that inc armor pen or armor ignore

Magus could potentially have their dot durations halved but damage per tic inc so that they do the same damage over all but at a quicker pace?
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peterthepan3
Posts: 6509

Re: Rift and Magnet

Post#252 » Fri Dec 18, 2015 6:38 pm

Give Magus/Engi more single-target burst. Reduce CD on BOC/Snipe and give it either a damage boost/armor and resist ignorance trait.

Make Indigo Fire have another effect, e.g. I like the idea of it increasing cast times, so it would be good when fully channelled against a WP/RP/AM to obstruct their healing.
Also, swap IFOC with Seed in Changing, and swap Aegis with Torrent (as per the suggestions someone else made earlier in this thread)

Try and make the pet buff stay up regardless of range from pet, as it is very hard to maintain realistically and you only ever really use pet for KD.

Make the pet KD not kill the pet/stagger the pet for like a few seconds or something.

Stagger increased to 5/6s - not 9.

I think Renork/myself/others have posted more, but I think even just those few would go a long way. Not much hassle, won't affect gameplay drastically, BUT it will be sufficient I'd imagine.

Btw Aza I really appreciate that you're taking time to bother about the Magus. Much respect!
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Landaren
Posts: 226

Re: Rift and Magnet

Post#253 » Fri Dec 18, 2015 6:47 pm

I'd be for decreasing the dot duration, 15-20 second dots are goddamn retarded.

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Azarael
Posts: 5332

Re: Rift and Magnet

Post#254 » Fri Dec 18, 2015 6:51 pm

peterthepan3 wrote:General suggestions
My advice in this case would be to isolate one or two suggestions and push for those specifically in a dedicated thread, same as what happened with SM/BO. A battery of changes has very little chance of success, but incremental changes are much more realistic.

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peterthepan3
Posts: 6509

Re: Rift and Magnet

Post#255 » Fri Dec 18, 2015 7:07 pm

Decreasing the DOT timers would make the dots difficult to manage, as we have about 5 DoTs (baleful, withered, panda, infernal, glean) that you want to try and maintain (okay maybe 4). Will be difficult to keep the uptime to as close as 100% as possible.

Thanks for the tips, Az! Shall do that.
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Coryphaus
Posts: 2230

Re: Rift and Magnet

Post#256 » Fri Dec 18, 2015 8:06 pm

While i like and agree with a lot of peterpans suggestions i feel that if we put it up to the community were just gonna see the same thing that we saw with the SM/BO thread where the silent minority/majority of the forum will oppose any change b/c they feel that WAR is/was perfect or b/c were not in t4 or some other reason like no sov/full/rr/lotd/nerf magus
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peterthepan3
Posts: 6509

Re: Rift and Magnet

Post#257 » Fri Dec 18, 2015 9:06 pm

^ Agreed. People commenting on stuff they aren't really thoroughly sure of, passing it off as 'well I find them ok' etc. But I made a thread anyway.

Hopefully some small change can amount from all of this conversation! Anyway, good christmas to you all.
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foof
Posts: 142

Re: Rift and Magnet

Post#258 » Sun Dec 20, 2015 4:46 am

Azarael wrote:
peterthepan3 wrote:General suggestions
My advice in this case would be to isolate one or two suggestions and push for those specifically in a dedicated thread, same as what happened with SM/BO. A battery of changes has very little chance of success, but incremental changes are much more realistic.
A battery of changes only has a little chance of success if you do it improperly. I've seen you state this theory multiple times (test one variable at time, see what works), which is the safe and easy way to do something. However, it doesn't automatically imply what would be the chance of "success". Realistically, sweeping changes have as much of a chance of being successful as incremental ones, because the measure of success of any change is what is done, not how it is done.

If you have a deep knowledge of the issues, and a solid theory of what should be done to resolve such issues, the way in which they are resolved is fundamentally irrelevant. What matters is that the theory is correct and the changes are made.

TLDR: sweeping changes can work, and can be much better than incremental changes, but only if you really know what exactly you are doing.

Anyway, I clearly stated in a thread long ago what should be done with these classes (met with much derision I concede).

The reality is you cannot compare anything in a vacuum. This archetype needs to be properly evaluated vs the other RDPS classes individually and as a whole, as well as the other archetypes and individual classes, and greater realm balance.

As per comparing to RDPS classes, each archetype was designed with a particular niche (the sorc/bw with high burst and sustained but low survivability, the sw/sh with high mobility and single target damage but low aoe and armor reduction, and the magus/engie with high utility/cc and sustained damage but limited mobility and burst).

So the solution is, and has always been simple. Increase the magus/engie survivability/utility to equate to the gap is burst vs the sorc/bw and the mobility/burst of the sw/sh. Lets break this down in simple terms.

If the Sorc/BW does X more burst damage than the Magus/Engie, than the Magus/Engie should have Y more utility/survivability than the Sorc/BW.

So lets use some random numbers here because this is hard to objectively quantify (you'd have to run multiple dps tests both sustained and burst and realistically compare utility at the same time). Lets say X is 30%.

If Sorcs/BWs do 30% more burst damage than Magus/Engies, but only have 15% less utility than there is your issue. (Note I am making that number up just for the sake of argument).

However, if you are afraid of just over-buffing the Magus/Engie archetype, there are other solutions. You can nerf the other RDPS archetypes (if you feel RDPS as a whole is overpowered towards other archetypes, however most people who've played this game would argue that melee trains rain supreme later game so this is probably not the case). You could also swap ability function for parity (for instance, giving the Engie the BWs KD and giving the BW something from the Engie in return). Of course, you could just buff the Engie/Magus as well.

All this being said, I don't even play RoR anymore (I mean fallout 4 is out cmon naw), but I'm drunk and felt like adding my $3.50 (I'd like to meet the loch ness monster).

Outtie.

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Bozzax
Posts: 2650

Re: Rift and Magnet

Post#259 » Sun Dec 20, 2015 10:16 am

Azarael wrote: isolate one or two suggestions and push for those specifically
Long duration DoTs with CDs in group cleansing environment (2 cleanse every 5 seconds) are seriously lacking oomph. This IMO is the real problem with the classes (in a 6v6 env).

This is what I'd try first wo touching the damage/migration.

1. Remove/lower CDs for DoTs
2. Lower DoT durations

This can easily be tested without requiring much effort (I hope). If it proves to be OP/bad it can just as easily be reverted back to original values.

Something like this ...

Engineer
Spoiler:
Ability, CD, Duration
Acid Bomb 0 21
Fragmentation Grenade 0 9
Friction Burn 0 5
Incendiary Rounds 0 9
Phosphorous Shells 0 9
Signal Flare 5 9
Sticky Bomb 0 9
Magus
Spoiler:
Ability, CD, Duration
Baleful Transmogrification 0 9
Glean Magic 0 20
Infernal Blast 0 5
Mutating Blue Fire 0 5
Pandemonium 0 9
Seed of Chaos 0 9
Withered Soul 5 9
Instead of making them carbon copies of BW/Sorc or another fester class fix what is broken and keep the uniqueness of the classes.
A reasonable RvR system that could make the majority happy http://imgur.com/HL6cgl7

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