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Rift and Magnet

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magter3001
Posts: 1284

Re: Rift and Magnet

Post#101 » Tue Dec 08, 2015 9:21 pm

Azarael wrote:
The biggest nerf to rift back on live was when they put it on the same timer as the knockdown
Confirm?
They never put both immunities on rift/magnet for the first 4 years of WAR and I doubt they did it in the last 6 months that I haven't played. ;)
Agrot 35/40 Aggychopp 32/40
Grelin of Magnus/Badlands ;)

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Mez
Posts: 730

Re: Rift and Magnet

Post#102 » Tue Dec 08, 2015 9:38 pm

Taliera, Keep rift, i dont care, just get it right asap on RoR. It's totally overpowered and broken.


Bozzax, you linked the patch where they streamlined WAR into 2 immunities. Rift was never on the same timer as a knockdown.
Word of Pain and Boiling Blood are no longer able to proc anything. The Bright Wizard College has confirmed this is a big deal. (stealth nerf)
https://bugs.returnofreckoning.com/view.php?id=23145

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Renork
Posts: 1208

Re: Rift and Magnet

Post#103 » Tue Dec 08, 2015 9:48 pm

Mez wrote:Taliera, Keep rift, i dont care, just get it right asap on RoR. It's totally overpowered and broken.


Bozzax, you linked the patch where they streamlined WAR into 2 immunities. Rift was never on the same timer as a knockdown.

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Renork
Posts: 1208

Re: Rift and Magnet

Post#104 » Tue Dec 08, 2015 9:50 pm

Azarael wrote:
The biggest nerf to rift back on live was when they put it on the same timer as the knockdown
Confirm?

This didn't happen.

Tiggo
Former Staff
Posts: 1948

Re: Rift and Magnet

Post#105 » Tue Dec 08, 2015 10:31 pm

looking at the current avalorn keep def with like 20 tanks+ on def side. prbly. rift is a vital mean to get a keep at all, so dont wish a to strong nerf ...

(all in all i think we need a concept how a keep take can be done strategical and tactical (i know picklock not working is one of the bugs hindering some tactics).
- Martock - Tiggo - Antigonos - Mago - Hamilkar - Melquart
- Smooshie (Destro)

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peterthepan3
Posts: 6509

Re: Rift and Magnet

Post#106 » Tue Dec 08, 2015 10:45 pm

Scrolling over these posts I see:

2 active magi making suggestions;
99% randoms who play classes such as KOTBS/BW who have the audacity to say things such as 'just disable rift, and work on damage later; nerf it, no questions; blablabla'

YES - Rift is a BIT OVERPOWERED.
YES - Rift can do with a NERF. Neither Renork nor I am disputing that.

HOWEVER

If you are going to nerf our ONLY VIABLE ABILITY (how many **** times must I repeat this part - this is the KEY part of my entire sentence, by the way) then there must SIMULTANEOUSLY be given a buff to the class in question, i.e. Magus/Engi.

If you remove rift (which would be hilariously unfair in spit of the prevalence of other blatantly OP abilities that need no mentioning here...), the class is gutted if it isn't given something powerful in exchange.

If you nerf rift (all it needs is some fixing, and a range reduction - that is it), then please remind yourselves of the predicament faced by engis/magis: they are not using rift necessarily because they want to; rather, because it is the only way for them to be effective.

I implore you devs not to take seriously the words of Mez and the KOTBS dude spouting such nonsense as 'aoe magus are ok/dot magus are okay'. These guys have never faced opposition with brains. A single warrior priest can effectively neuter 2 magi. Any class detaunting Magus renders their dots null and void.

I am getting fed up with people saying 'l2p/magus are fine'. This is a lie, it is time-wasting, it is not constructive, and is an insult to those of us who choose to play the class through thick and thin.

ANY GOOD PLAYER can make ANY class shine: that doesn't negate from the fact that x class is 10x worse than y. Simple logic. What is the dispute here?

Magus is and was my main class, and the only class that I could play religiously - despite its flaws. I see ROR as a breath of fresh air, with the potential to rectify so many wrongs with the original game, allowing for a much better, balanced, and immersive experience over all. Therefore it saddens me when I see players with limited experience with said class trying to pass judgement, blissfully ignorant to the issues that genuine players of said class have had to deal with from day one.
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Morf
Posts: 1247

Re: Rift and Magnet

Post#107 » Tue Dec 08, 2015 11:21 pm

magter3001 wrote:
Azarael wrote:
The biggest nerf to rift back on live was when they put it on the same timer as the knockdown
Confirm?
They never put both immunities on rift/magnet for the first 4 years of WAR and I doubt they did it in the last 6 months that I haven't played. ;)

Pulls should work on the same CC immunities as knockbacks, tho i think git to the choppa is an exception and never gave any cc immunity.
Morfee - Shaman / Mynnos - Kotbs / Grubod - Black Orc / Snubz - Squig Herder

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Renork
Posts: 1208

Re: Rift and Magnet

Post#108 » Wed Dec 09, 2015 3:31 am

peterthepan3 wrote:Scrolling over these posts I see:

2 active magi making suggestions;
99% randoms who play classes such as KOTBS/BW who have the audacity to say things such as 'just disable rift, and work on damage later; nerf it, no questions; blablabla'

YES - Rift is a BIT OVERPOWERED.
YES - Rift can do with a NERF. Neither Renork nor I am disputing that.

HOWEVER

If you are going to nerf our ONLY VIABLE ABILITY (how many **** times must I repeat this part - this is the KEY part of my entire sentence, by the way) then there must SIMULTANEOUSLY be given a buff to the class in question, i.e. Magus/Engi.

If you remove rift (which would be hilariously unfair in spit of the prevalence of other blatantly OP abilities that need no mentioning here...), the class is gutted if it isn't given something powerful in exchange.

If you nerf rift (all it needs is some fixing, and a range reduction - that is it), then please remind yourselves of the predicament faced by engis/magis: they are not using rift necessarily because they want to; rather, because it is the only way for them to be effective.

I implore you devs not to take seriously the words of Mez and the KOTBS dude spouting such nonsense as 'aoe magus are ok/dot magus are okay'. These guys have never faced opposition with brains. A single warrior priest can effectively neuter 2 magi. Any class detaunting Magus renders their dots null and void.

I am getting fed up with people saying 'l2p/magus are fine'. This is a lie, it is time-wasting, it is not constructive, and is an insult to those of us who choose to play the class through thick and thin.

ANY GOOD PLAYER can make ANY class shine: that doesn't negate from the fact that x class is 10x worse than y. Simple logic. What is the dispute here?

Magus is and was my main class, and the only class that I could play religiously - despite its flaws. I see ROR as a breath of fresh air, with the potential to rectify so many wrongs with the original game, allowing for a much better, balanced, and immersive experience over all. Therefore it saddens me when I see players with limited experience with said class trying to pass judgement, blissfully ignorant to the issues that genuine players of said class have had to deal with from day one.

Look at all the posts here and count how many actually offered alternatives and suggestions. Isn't it sad? Let's see what ends up happening :>

Also, all those players that keep claiming magus is lolawesomedps in t3 keep bailing whenever they are asked their spec and rotations, funny isn't it?

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Sulorie
Posts: 7461

Re: Rift and Magnet

Post#109 » Wed Dec 09, 2015 5:41 am

Bozzax wrote:
Azarael wrote:
The biggest nerf to rift back on live was when they put it on the same timer as the knockdown
Confirm?
Producer's Letter - Jeff Skalski http://warhammer.gamepressure.com/news.asp?ID=107

1.30b
- Increased Duration of Disable Immunities - Immunities for the disable family of CC (knockdown, stun, disarm, and silence) will have their immunity timers increased from 6 times the effect duration to 10 times the effect duration. In other words, if you are stunned for three seconds, in 1.3 you would have an 18-second immunity. With this change, that same immunity would be 30 seconds.

- Root Immunity and Knockback/Pull Immunity Combined - We're rolling root immunity and knockback/pull immunity together into a single "movement immunity" effect. This immunity will remain for 30 seconds, and will prevent you from things such as being pulled in, then immediately rooted in place, making it a much more tactical decision about whether it's better to stop an enemy in place or move them around.
This quote tells me, that pull and kd don't share their immunity. Reading comprehension. :lol:
Dying is no option.

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Nishka
Suspended
Posts: 1057

Re: Rift and Magnet

Post#110 » Wed Dec 09, 2015 5:47 am

Nobody is discussing nerf of the rift. Temporary turning off an ability while it's gamebreaking and broken as **** is not a nerf.
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