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Changelog 06/12/2016

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Nirawen
Posts: 87

Re: Changelog 06/12/2016

Post#51 » Wed Dec 07, 2016 2:38 pm

Morf wrote:Maybe you want to rethink dodge/disrupt on flame turret ? an armor stacking engi has more armor than most fully geared tanks, also factor in the keg so the most effective way to take them down is magic damage, you give them 48% disrupt (and dodge) now you have an aoe healing tank which is basically immune to magic damage when specced correctly(48% from turret/full deft defender/skaven ring etc etc).
Given the range of spells, it is normal to have an advantage.
The incendiary turret is oriented towards a spec Cac of the engineer. If one has to take full damage CaC + spells no interest.

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Grunbag
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Re: Changelog 06/12/2016

Post#52 » Wed Dec 07, 2016 2:43 pm

Morf wrote:Maybe you want to rethink dodge/disrupt on flame turret ? an armor stacking engi has more armor than most fully geared tanks, also factor in the keg so the most effective way to take them down is magic damage, you give them 48% disrupt (and dodge) now you have an aoe healing tank which is basically immune to magic damage when specced correctly(48% from turret/full deft defender/skaven ring etc etc).
If you stacking armor on your engineer and other defenses stats like you said , you don't make that much damages . This tanky build is more for support tree engineer . Once again , the flame turret decrease engineer range so the engineer has to stay close to the battle ( more often inside melee ) so he has to deal with mdps first , not like other rdps that only deal with rdps cause they can stay away from mdps .
You can't have a sniper build hiding far away from mdps behind his flameturret . He won't hit anyone with range debuff .
If you feel engineer like a tank , switch to another rdps ( I don't think you're wasting your time hitting a tank)

You have to understand that flame turret buff has meant to be used by tinkerer engineer (close combat) which stand like a melee support class.

You can't have huge def stats and huge damages stats
Grunbag - 40 - 33 Squig Herder
Skorri - 40 - 65 Engineer

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peterthepan3
Posts: 6509

Re: Changelog 06/12/2016

Post#53 » Wed Dec 07, 2016 2:48 pm

Azarael wrote:Bolt of Change and Snipe were brought down because of complaints about the ease of putting out repeated burst rotations and repeated undefendable attacks at 210ft range. Something had to give to make adjusting the other turrets and daemons viable and avoiding complaints, and that was it.

If a better solution is adjusting the range bonus from the Gun Turret and Pink Horror, then let me know.
I can empathise with your concerns, and the last thing I want to do is come across unappreciative towards the changes (god knows there's already enough of that).

However, I would postulate and say the following: it isn't easy to put out a burst rotation that is on-par with a Sorcerer's (still not as good nor easy to do, it must be noted), given the plethora of prerequisites that must be fulfilled to do so.

Sure, in a keep defence the class is king due to the stationary nature/slowpace, allowing the class to achieve full stacks and maintain them relatively easy: though I don't enjoy this type of PvP, there are Magi who do it a lot (such as Nuclearpotato) who regularly top KD in the zone. However, this is because stationary PvP is where the Magus/Engi excels and so it is merely a case of people utilising the strengths of the class. Similarly, city sieges favour AoE bomb classes, and roaming favours classes such as SH/SW due to their mobility (Jurki and Zeromancer being good examples of players utilising the strengths of the classes in such environments).

I would also take caution in heeding to complaints made by people who simply can't adapt to how the classes now function, i.e. those who are adamant that the class should still be free renown pinata. I think you, more than anyone, know that there is a particular subset of people who seem to complain incessantly about any change that is implemented, without having dedicated the time to test it out/develop counters. As Nuclear has said already, there are various ways in which the magus burst can be shut down; but, alas, it seems people prefer to ignore this.

If anything, nerf the range slightly if you must; but without a reliable nuke to initiate a burst rotation, the ST DPS will suffer and the class will, again, be outperformed by its other ranged counterparts. The only other nuke available to the class will be Mutating Blue Fire, which is relatively weak, and Flickering Red Fire (which gets outdamaged by a DPS AM's Radiant Lance).

Again I reiterate: I don't want to come across whiny, but I think most Magi would prefer to have the bolt range nerfed/pet range nerefd, and for the 5 sec CD to be left in place so that the ST variants of the class can maintain pressure and keep up (somewhat, at least; in mobile fights - which are the majority in a fast-paced PvP game - the Magus is still far behind) with the SH and Sorc in terms of putting out the hurt. Must also take into consideration that the only pet you'll be using as a Havoc/Rifleman is the ST long-range pet, so you won't be benefiting from any of these juicy new changes.

just my 2c. keep doing what you're doing, regardless! :D

Also: I agree with the aforementioned. Tanky Engineers are a nuisance, but after the immunity timers are up they offer very little else except a group HoT that can be covered by an actual healer.
Last edited by peterthepan3 on Wed Dec 07, 2016 2:53 pm, edited 2 times in total.
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Azarael
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Re: Changelog 06/12/2016

Post#54 » Wed Dec 07, 2016 2:51 pm

While the optimal solution to Bolt of Change is to fix its range at 150ft regardless of any increases in play, this is something that's currently beyond us (and will most likely remain beyond us as we'd have to figure out how to do this on the client post-client control.)

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Grunbag
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Re: Changelog 06/12/2016

Post#55 » Wed Dec 07, 2016 2:55 pm

Azarael wrote:While the optimal solution to Bolt of Change is to fix its range at 150ft regardless of any increases in play, this is something that's currently beyond us (and will most likely remain beyond us as we'd have to figure out how to do this on the client post-client control.)
Hello azarael , why keeping self destructions ability to lose 4 stack , since it's an important part of the magnet rotation ? Is that possible to reconsider it ?
Grunbag - 40 - 33 Squig Herder
Skorri - 40 - 65 Engineer

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Morf
Posts: 1247

Re: Changelog 06/12/2016

Post#56 » Wed Dec 07, 2016 2:58 pm

Grunbag wrote:
If you stacking armor on your engineer and other defenses stats like you said , you don't make that much damages . This tanky build is more for support tree engineer . Once again , the flame turret decrease engineer range so the engineer has to stay close to the battle ( more often inside melee ) so he has to deal with mdps first , not like other rdps that only deal with rdps cause they can stay away from mdps .
You can't have a sniper build hiding far away from mdps behind his flameturret . He won't hit anyone with range debuff .
If you feel engineer like a tank , switch to another rdps ( I don't think you're wasting your time hitting a tank)

You have to understand that flame turret buff has meant to be used by tinkerer engineer (close combat) which stand like a melee support class.

You can't have huge def stats and huge damages stats

Not sure i get your point, what you said is pretty obvious, when you play a def engi you dont look to do long range dps, you play in melee range with (currently) 4k+ armor, around 600 tough, self healing from keg and an abundance of dots to kill targets, friction burn, acid bomb, sticky bomb, incendiary rounds, signal flare and fragmentation grenade and then firebomb spam to finish off targets.

Magic damage is the only weakness to correctly spec def engi, now you give them 48% disrupt and you have a class basically immune to magic damage, this is not balanced at all.
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peterthepan3
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Re: Changelog 06/12/2016

Post#57 » Wed Dec 07, 2016 2:59 pm

Azarael wrote:While the optimal solution to Bolt of Change is to fix its range at 150ft regardless of any increases in play, this is something that's currently beyond us (and will most likely remain beyond us as we'd have to figure out how to do this on the client post-client control.)

Sorry, I forgot that you've posted that several times already. Dang :/ I think a work-around (somewhat) is reducing the range of the pet: Havoc/Rifle are incredibly reliant upon their pet's debuffs (ele/armor), and so putting the pet's maximum range at around 120-130ft would mean you are forced to play at that range if you wish to get the most damage from your rotation (a Bolt of Change without the elemental debuff is not very hard hitting). Just food for thought.
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Grunbag
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Re: Changelog 06/12/2016

Post#58 » Wed Dec 07, 2016 3:03 pm

Morf wrote:
Grunbag wrote:
If you stacking armor on your engineer and other defenses stats like you said , you don't make that much damages . This tanky build is more for support tree engineer . Once again , the flame turret decrease engineer range so the engineer has to stay close to the battle ( more often inside melee ) so he has to deal with mdps first , not like other rdps that only deal with rdps cause they can stay away from mdps .
You can't have a sniper build hiding far away from mdps behind his flameturret . He won't hit anyone with range debuff .
If you feel engineer like a tank , switch to another rdps ( I don't think you're wasting your time hitting a tank)

You have to understand that flame turret buff has meant to be used by tinkerer engineer (close combat) which stand like a melee support class.

You can't have huge def stats and huge damages stats

Not sure i get your point, what you said is pretty obvious, when you play a def engi you dont look to do long range dps, you play in melee range with (currently) 4k+ armor, around 600 tough, self healing from keg and an abundance of dots to kill targets, friction burn, acid bomb, sticky bomb, incendiary rounds, signal flare and fragmentation grenade and then firebomb spam to finish off targets.

Magic damage is the only weakness to correctly spec def engi, now you give them 48% disrupt and you have a class basically immune to magic damage, this is not balanced at all.
Of course you put some dots , lightning rods , etc .
But if you reach to 600 toughness , 4k+ armor , 0% crit reduce , and 6k+ wound , do you think you d have enough points to up BS /crit and your dots / attacks would make a lot a damages?
As a tinkerer I stand in melee , giving hot with keg , action point with my tactic , increase caster / healers cast time , interrupt them , and do magnet for team .
I reach the stats I wrote below and I can tell you that my BS is ridiculous and I hit like a noodle .

You discribe more a grenadier , but ATM I think grenadier will more chose bombardment turret than flame turret due to range debuff .
And grenadier doesn't stack that much armor / toughness : there re usually around 3k armor ,350/400 toughness and they focus more on crit / Bs than tinkerer .
Grunbag - 40 - 33 Squig Herder
Skorri - 40 - 65 Engineer

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charlysixb
Posts: 357

Re: Changelog 06/12/2016

Post#59 » Wed Dec 07, 2016 3:35 pm

Those +48 dodge and disrupt stack with rr points and gear i guess no? +80 dodge/disrupt incommin
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Nirawen
Posts: 87

Re: Changelog 06/12/2016

Post#60 » Wed Dec 07, 2016 3:41 pm

Might we be talking about Magus not? Not because each time the destruction comes to weep over the Order classes and happen to have changes .... Too bad I am very bad in English.
When I see the post that opens on the iron break ....
It would be so many nerf some Destro classes when we see the latest patch order to not bad was nerf....
So if it comes to chialer for nerf (nerve ?), I will work my English .... (google translatuon)

Go nerf DOK, Spuig, Magus, Witch Elf ..... :P
Last edited by Nirawen on Wed Dec 07, 2016 3:43 pm, edited 1 time in total.

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