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The Magus/engi buff

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sotora
Posts: 320

Re: The Magus/engi buff

Post#71 » Mon Oct 10, 2016 7:26 pm

drmordread wrote: The fact that most people pug / and or solo is actually something that IMO the devs want to end.
That will never happen.

Unless you mean a situation when most people leave, newcomers dont stick around for long and remaining small population of veterans/pros runs organized.

Sure you can (and should) make ROR players more organized than they are ATM, but to think that majority will run in proper guild 6-mans and organised proper warbands with 2-2-2 setups and all on comms is a pipe dream.

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Penril
Posts: 4441

Re: The Magus/engi buff

Post#72 » Mon Oct 10, 2016 7:28 pm

Claims that devs want to end pug/solo play.

Completely misses the fact that a pug-only SC has been implemented.

¯\_(ツ)_/¯

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Specialpatrol
Posts: 306

Re: The Magus/engi buff

Post#73 » Mon Oct 10, 2016 7:29 pm

Gobtar wrote:
Specialpatrol wrote:
Spoiler:
Oh, I must have missed the memo saying that we're all supposed to run in meta premades. My bad. I take it all back.

On a more serious note, then no, the game was never designed to evolve around highly organized 6-man premades. It was designed to cater to casual play. Because that's where the largest playerbase was to be found. WAR even made an effort out of advertising their public grouping system, where people could pop in and out as they wished.

Getting organized and setting groups up simply gave you an edge over more un-organized groups.

Whether or not the developers here wish to make it more in the line of what you mention, is not something I have picked up on. If that's the case, then yeah, somebody should send the daily puggers a kind memo
a) Meta is built by the players, they establish how the meta is through factors in and around the game itself. It can change due to states, set-ups and discoveries.
b) This game fundamentally is built on working together and communication, it is viable for Pugs but the apex of this is the premade (be it 6man or warband). This was the natural evolution of the game and it is incentivized at every step.
I'm not disagreeing. Of course it's more fruitful to organize your group/warband for the most optimal setup available to you. Add voice communication and you're well ahead of the herd.

But saying that the game is not designed around pugging is simply wrong. The game fronts it's open group/warband system and the simple fact that you can queue for scenarios solo or with whatever group setup you have, should also tell you that pugging was (and still is, imo) indeed thought into the very core of this game.

It was only in pve that you couldn't really pug it with whatever was at hand. So you could say that certain aspects of it advocated highly organized grouping. But far from all of it. And it made good sense - and still does. Since the majority is still made out of casual players.
Last edited by Specialpatrol on Mon Oct 10, 2016 7:38 pm, edited 1 time in total.
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BRAKEDOWN l KOTBS l R40 l RR8X
BOILING l BW l R40 l RR8X
PUFFED l SLY l R40 l RR8X
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EEWULL l DOK l R3X l RR4X

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Azarael
Posts: 5332

Re: The Magus/engi buff

Post#74 » Mon Oct 10, 2016 7:29 pm

As the server has gone down, I will add to the experimental list for when it returns that the death of a pet, or cycling it using the core summon abilities (i.e. NOT Resummon/Redeploy) will cost 4 stacks of Improvised Upgrades / Unholy Empowerment, or however many you have if there are less than 4.

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Halhammer
Posts: 300

Re: The Magus/engi buff

Post#75 » Mon Oct 10, 2016 7:37 pm

Prolly been bugtracked a thousand times but there also should be a CD on summon when a turret/pet is destroyed or self-destructed
Halhammer - Gundoom - Vewywong et al. of DoE

warkaiser
Posts: 33

Re: The Magus/engi buff

Post#76 » Mon Oct 10, 2016 7:38 pm

Azarael wrote:As the server has gone down, I will add to the experimental list for when it returns that the death of a pet, or cycling it using the core summon abilities (i.e. NOT Resummon/Redeploy) will cost 4 stacks of Improvised Upgrades / Unholy Empowerment, or however many you have if there are less than 4.
Glad to hear it and see that you're open to tweaking the mechanic a bit. That's mainly what I'm looking for. Something to mitigate the buffs a bit because in their first iteration it was too easy to get up and maintain and pretty much have the constant range buff throughout a battle. This at the very least makes killing the pet / turret have a greater impact and reduce the effectiveness of the buff when it is killed or when they need to switch turrets/pets.

On a side note. If nothing else, this patch is amazingly entertaining for trolling people in T1... watch someone leave WC and start running down ramp only to die halfway down with nobody around. So many "wow, **** seriously?" comments in /say by destro this morning lol.
Last edited by warkaiser on Mon Oct 10, 2016 7:42 pm, edited 1 time in total.

sotora
Posts: 320

Re: The Magus/engi buff

Post#77 » Mon Oct 10, 2016 7:39 pm

On-topic:

One of bigger problems with changes are:

- turrets still shooting through walls&obstacles. I know this is very old issue that won't be resolved anytime soon, but it became more of an issue due to changes. (I pity all light armor newcomers in T1).

On a completly personal opinion I also really don't like that game became more pew-pewy almost overnight as it was very ranged heavy even before.
Hopefully that is just temporary effect of a buffs&changes, but I guess we will see about that in future.

On-topic2, speculatory:

Engi&Magus definately needed boost, but in my newbie to War Online still opinion problem with Engi/Magus does not lie with range or damage, but rather that they are static classes in an pvp game that is about mobility. True fixing of those classes seems to me would be to make them more mobile rather than buff their "numbers".

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roadkillrobin
Posts: 2773

Re: The Magus/engi buff

Post#78 » Mon Oct 10, 2016 7:43 pm

Azarael wrote:As the server has gone down, I will add to the experimental list for when it returns that the death of a pet, or cycling it using the core summon abilities (i.e. NOT Resummon/Redeploy) will cost 4 stacks of Improvised Upgrades / Unholy Empowerment, or however many you have if there are less than 4.
Hurst the class a bit in ORVR were AoE is flying around all over the place and pretty much kills the pets/turrets in 1 gcd. The fading effect of the stacks kinda dealt with this issue. Maybe give the pets 100% disrupt/parry/dodge to AoE abillties?
Last edited by roadkillrobin on Mon Oct 10, 2016 7:47 pm, edited 2 times in total.
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Sigimund
Posts: 658

Re: The Magus/engi buff

Post#79 » Mon Oct 10, 2016 7:45 pm

sotora wrote:Engi&Magus definately needed boost, but in my newbie to War Online still opinion problem with Engi/Magus does not lie with range or damage, but rather that they are static classes in an pvp game that is about mobility. True fixing of those classes seems to me would be to make them more mobile rather than buff their "numbers".
I used to advocate free WoM/CA for all engineers/magi but now I do not, depending on the impact of the new resummon penalty. I used to believe that the solution was to eliminate the class weaknesses. What has been done instead is keeping those weaknesses and using them to create unique gameplay rewarded with increased power. I absolutely love it.

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Specialpatrol
Posts: 306

Re: The Magus/engi buff

Post#80 » Mon Oct 10, 2016 7:45 pm

sotora wrote:On-topic:

One of bigger problems with changes are:

- turrets still shooting through walls&obstacles. I know this is very old issue that won't be resolved anytime soon, but it became more of an issue due to changes. (I pity all light armor newcomers in T1).

On a completly personal opinion I also really don't like that game became more pew-pewy almost overnight as it was very ranged heavy even before.
Hopefully that is just temporary effect of a buffs&changes, but I guess we will see about that in future.

On-topic2, speculatory:

Engi&Magus definately needed boost, but in my newbie to War Online still opinion problem with Engi/Magus does not lie with range or damage, but rather that they are static classes in an pvp game that is about mobility. True fixing of those classes seems to me would be to make them more mobile rather than buff their "numbers".
Word.
APONYMOUS l WP l R40 l RR8X
BRAKEDOWN l KOTBS l R40 l RR8X
BOILING l BW l R40 l RR8X
PUFFED l SLY l R40 l RR8X
RHYTHM l AM l R40 l RR8X
EEWULL l DOK l R3X l RR4X

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