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Patchnotes 07/10/16

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Twyxx
Posts: 934

Re: Patchnotes 07/10/16

Post#41 » Fri Oct 07, 2016 2:11 am

Zayumm this pet don't like me, biatch slappin me all the way over there :P
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warkaiser
Posts: 33

Re: Patchnotes 07/10/16

Post#42 » Fri Oct 07, 2016 2:59 am

While the Engi / Magus changes are welcome to an extent, i have to say that i think the range increases, especially that much of an increase, may be a bit overboard. Especially considering the fact that we ALREADY have to deal with things like "pets" shooting through walls. This is something that, at the very least should be reserved for that stuff being fixed first. A 50% range boost on turrets that aren't blocked by LoS is just way too easily exploitable in the current state of the game and something that will give too much of an advantage, especially considering all the other tools at their disposal.

Compare this to say an SW who only gets a 10% range buff in Scout Stance, and if specced into it a 50% boost to just Skirmish skills. This gives them 1 spammable, but nerfed by 30% damage AoE, and a couple on cooldowns vs Engi/Magus now having the same range on several AoEs and 150 ft on others.

Maybe another option would be to, similar to SW/SH have the range buff be something in one of the mastery trees and have it only effect the skills associated with that tree. This would require speccing into that tree, and using up a tactic slot to gain such a big range buff to specific skills, rather than just having it buff ALL skills by 50%.

*Side note/question*: Does this range buff also impact range on things such as the radius of healing keg?

Ninepaces
Posts: 313

Re: Patchnotes 07/10/16

Post#43 » Fri Oct 07, 2016 3:07 am

I dont understand any nerfs to mdps. Go look around orvr and compare the number of rdps to mdps.

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Toldavf
Posts: 1586

Re: Patchnotes 07/10/16

Post#44 » Fri Oct 07, 2016 3:11 am

Torquemadra wrote:
Toldavf wrote:Alright just had a look on my magus and the ranges are excessive and its also applying to the melee attacks :P
oh hell, nerf 8ft melee engis......
Also morals are affected

After a few hours playing with it i can say the changes are brilliant in a keep defence and completely useless in orvr. Basically if you are ever forced to move the buff drops off and you're back to normal. While the range is impressive and for some of the shorter ranged dots like seed of chaos a complete god send, playing with an array of skills that have such a widely ranging range (between 118 to 225) felt kind of disjointed and a bit clunky.
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TenTonHammer
Posts: 3806

Re: Patchnotes 07/10/16

Post#45 » Fri Oct 07, 2016 3:11 am

Ninepaces wrote:I dont understand any nerfs to mdps. Go look around orvr and compare the number of rdps to mdps.
mara is to mdps what kotbs is to tanks

this nerf change has no affect on WL, it mainly just affects mara
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Ninepaces
Posts: 313

Re: Patchnotes 07/10/16

Post#46 » Fri Oct 07, 2016 3:18 am

*shrug* the good players will adapt I guess. Looking forward to kobs nerfs.

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dur3al
Posts: 251

Re: Patchnotes 07/10/16

Post#47 » Fri Oct 07, 2016 3:27 am

TenTonHammer wrote:
Jaycub wrote:Roots breaking on a damage threshold would be amazing
i second this sentiment if nothing else bar the fact that i always prefer consistency over RNG
I second this as well to be honest. Removing RNG from game-play is always the best way to go.. same for proc damage being the main income of damage as of late.
Ninepaces wrote:*shrug* the good players will adapt I guess. Looking forward to kobs nerfs.
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7rere7
Posts: 166

Re: Patchnotes 07/10/16

Post#48 » Fri Oct 07, 2016 4:55 am

warkaiser wrote:While the Engi / Magus changes are welcome to an extent, i have to say that i think the range increases, especially that much of an increase, may be a bit overboard. Especially considering the fact that we ALREADY have to deal with things like "pets" shooting through walls. This is something that, at the very least should be reserved for that stuff being fixed first. A 50% range boost on turrets that aren't blocked by LoS is just way too easily exploitable in the current state of the game and something that will give too much of an advantage, especially considering all the other tools at their disposal.

Compare this to say an SW who only gets a 10% range buff in Scout Stance, and if specced into it a 50% boost to just Skirmish skills. This gives them 1 spammable, but nerfed by 30% damage AoE, and a couple on cooldowns vs Engi/Magus now having the same range on several AoEs and 150 ft on others.

Maybe another option would be to, similar to SW/SH have the range buff be something in one of the mastery trees and have it only effect the skills associated with that tree. This would require speccing into that tree, and using up a tactic slot to gain such a big range buff to specific skills, rather than just having it buff ALL skills by 50%.

*Side note/question*: Does this range buff also impact range on things such as the radius of healing keg?
SW's increased range ? I doubt they need any more versatility to evade against melee classes.
I think the range was not specifically focused for spells/abilities, but for a unique effective partnership with the pet,/turret and its master magus / Engie.
Class design for these magus/engie could finally be complete and may seem OP for now,however these classes needed reworked first and foremost,(as AZ has mentioned). Until then ,patience maybe required for other classes to get their time in the sun so they can shine at their full potential.

I played a couple SC's against engies yes they are new and improved but they didn't seem to change the course of the battle. Who know's if a change is in order , I do know the concept is perfectly designed .

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Bobbiom
Posts: 219

Re: Patchnotes 07/10/16

Post#49 » Fri Oct 07, 2016 5:05 am

The kotbs morale 3 have now been reduced to a morale 2 aoe damage dump.
There is no way the kotbs morale 3 root will last more than 1s in a heated wb v wb situation.

Between 110ft and 150ft have always been a healers safe place but should a range class move in you could always detaunt them, which have a range of 100ft.
Now the engi/magus can reach up to 225ft, it literally changes the whole playfield.

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drmordread
Suspended
Posts: 916

Re: Patchnotes 07/10/16

Post#50 » Fri Oct 07, 2016 5:23 am

Tested the range on my engi .... I have to admit .... way too much.

It's good to get some extra range but if the engi (and magus I assume) is now shooting at 2x the distance of any other range, that is a bit too much.
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