[Feedback] Engineer / Magus Changes

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Lektroluv
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Re: [Feedback] Engineer / Magus Changes

Post#111 » Mon Dec 12, 2016 2:13 pm

Glorian wrote:That a Tinkerer has guard and the SH none is bad compared in your post.
Either both or none have guard.
Actually not, because you comparing a viable low ranged enginer role with 4k armour, 600 toughnes and guarded because has a very overpowered space in groups right now, with a non viable squigh herder stabbing path which everyone agree is heavily broken and which only can stack those 4k armour using a Gas pet (aka not linked to your own armour stats) which provide them 50% more armour, but right now that Gas pet is even weaker since last patch, and of course that pet is not receiinge any of those wonderfull 80% disrupt+dodge your turrets are geting right now... (yes it is dieing much faster than you can imagine)

So no totally not, you are comparing a class which is very viable in that turret, with a badly broken Squigh herder path which it is in a point nobody play it... Enginer in low range build is unkillable, Squigh herder on melee path is a fat pinata in the midle of the jungle, and the pet which it is the only thing which could make him more resistant dies in no time withouth that dodge-disrupt.
Glorian wrote:Overall reduce of dodge on tinkerer buff could be compensated by grant crit buff. But for an 18% dodge buff being reduced to 40feet range is hardly a bargain.
Maybe the range debuff reduction could be 55 feet range instead, but idon't think that is the problem... enginers in that build don't search for long range targets, they are busy planting keg barrel, and the lighting rod, and bombing closing targets.

Glorian wrote:Destro players who have addepted to the new engie allways kill First the turret
Before a new turret gives anything worth the Engi is dead.
There is nothing to addapt, a enginer can enter in battle with bought renow abilities dodge+disrupt already stacking on 28%...add some heal, keg barrel and random guard, and that enginer is unkillable in no time once it adds the actual buffs, and breaking all the Sorcerers reason of existence, burst rotation skiping one spell each 2 casts.
80% disrupt and dodge on turret is an overkill, and i said 65% either a small amount.

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Glorian
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Re: [Feedback] Engineer / Magus Changes

Post#112 » Mon Dec 12, 2016 2:33 pm

A 4K armor, 600 toughness engie has low wounds or not that much toughness. Actually I'm unsure if you can even achieve 4K armor and 600 toughness. I'm currently at 460 toughness but need to check my charts.

Anyway. He has an BS of 400ish and hits like a whet noodle. Even if he is a tanky dwarf, he is on the lower end of dps. It should be actually the bottom of DPS.


So my tinkerer has his guard and a healer. While your SH is all alone with none of the above. Poor poor SH. (Sarcasm)
You can't compare two classes without the same surrounding parameters.

And destro killed my turret pretty fast in SCs the last days. Don't ask me if it was sorc or magi. It just vanishes.

Tankbeardz
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Re: [Feedback] Engineer / Magus Changes

Post#113 » Mon Dec 12, 2016 2:36 pm

Lektroluv...the spec is basically useless and you can see the set up a mile away. While I don't think it was needed and I don't like the direction it is headed, it is not a big deal. Will you get pulled every once in a while? Sure...but here is the kicker...you can always choose a new target. How is that overpowered?

Tankbeardz
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Re: [Feedback] Engineer / Magus Changes

Post#114 » Mon Dec 12, 2016 2:43 pm

peterthepan3 wrote: Worst comes to the worst: have Havoc abilities on 120 ft (which means Bolt is 180 - only 30ft more than it was on Live, so people should not be complaining) and restore BoC's 5 sec CD because even with the crit dmg modifier, FRF isn't hacking it. I know you're against the reliance on one/specific ability, Aza, but the same could be said for most DPS classes that have a burst rotation (Sorc's WoP, WL's Coordinated Strike, WP's HoS, etc.). just my 2c
I've tested the crit damage tactic change and it is meh at best. It only improves the skill when using m2, otherwise it's not worth waiting 2 seconds for.

It also hurts rift magus damage since you can no longer use the 50% crit damage tactic in a reasonable rift spec. Infernal Blast and SVF are two of the best close-range abilities (SVF is good close and far) and the damage is needed. I like playing tanky but I disagree that rift spec should be limited to survivability...which is, unfortunately, how I see most players using it.

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Morf
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Re: [Feedback] Engineer / Magus Changes

Post#115 » Mon Dec 12, 2016 3:06 pm

From what i see some ppl want engi/magus to be as deadly as sorc/bw, this is why **** is going wrong, unless the class is completely changed and redesigned it will always be inferior to all 4 other rdps for pure damage.
You need to look at the whole picture and everything engi/magus bring instead of just focusing on damage and damage only.
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Tesq
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Re: [Feedback] Engineer / Magus Changes

Post#116 » Mon Dec 12, 2016 3:06 pm

Spoiler:
there is no need to have every path and skill unique, this game needed cross mirror first for reach realm balance "first" and then need class per class balance.

Uniqueness is not only give by x se by unique skill in game but also by all the skills interation over the class + meccanic;

You "need" to have some thing to compare, and you need to start from a common base, i think that this was the mistake that got out from dok/wp melee,it feel like the values where totally got out of nowhere of concrete (dont wanna to offend someone as i dont even know who /what came out internally with most of changes , just trying to give my imput)
This was the same for skill disposition for BG , his def tool and the reason why it suck as tank, and the very reason why BO snare spam is OP( no in game core immunity for an aoe snare spam) and actually some ppl refer to BO as better than chosen due have basically all stat buff/debuff, 3 aoe different CC (all basically avaiable in game most of times, with 2 even spamable for fail to see that BO snare need 1 min CD the same way BG have 1 min on moral aoe KB). I quite frankly fail to see chosen as OP while the kobs is in the same situation of the BO. And chosen is more similar to SM situation. Chosen is mandatory as much is SM because they synrgy perfectly with BO or KOBS or the group composition of the moment (which is 90% of time). Not also by chance that both BO/kobs have an aoe snare, an aoe silence on M3.

All these things were NOT correctly cross mirrored and had their : values/CD/target cap totally randomly picked. As such is wrong compare the chosen a kobs becuase they most have in common only 1/3 of their tools.

For sure anyone do, what "can" do with what we have left after years of different teams and dev from live. But this is not only the seafer way becuase the tool is present on both realm and so dosen't really matter x se if it's good or not but the interarion with other stuff that class have. It's also safer as for the IP.
It would be cool have these cross mirror attempt when balancing classes keep more present; because mutual changes to same meccanic classes like was done to engi/magus will give different results due to cross mirrors present upon these classes.
The same goes for most classes in game exept healers, which from live( and from dev notes you can still find over the internet) are the less cross mirrored and the more perfect mirrored.

I think when someone refer to that type of ppl which agree on changes but disagree with the direction is due to this issue, at least i am at time someone of those ppl because i saw changes which get trow out of nowhere or have no link to similar stuff in game or i do not see them in that moment or i keep to not see them.
Similar stuff dosen't mean it have to produce the same effect but rather be a starting point, because you need a starting point for balance things inside war. Sometimes that starting point seems to miss and ppl may feel a change unjustified (not because the a change x se was not needed but because maybe a change into another direction would had been more coherent). I know i repeat myself a lot, and i break you're balls a lot but that's the very reason why i suggested more times a rkd be mirrored to destru and be mirrored to magus , same goes for a ranged h-debuff which destru have only 1 access to which is on squig. i can understand few minority things remain unique such pounce/zealot KB etc (not saying they should, just saying they could) but for the most part there need to be a very hard work about doing cross mirror for make this game work for me.

The problem with ppl that want a nerf to engi/magus start from a bad rappresentation, the range buff was need but not in this form( PPL that want back the old engi should think carefully about how much engi/magus are stationary instead of sorc/BW, ) all the skills have no range uniformity or differene with some comparable criteria and this influence how the buff behaviour is on the class during sieges/sc etc.
This again was a problem linked to engi/magus have all (ALL) range totally different by all other rdps in game, there is no possible comparison to start with and most of good stuff other class have is not cross mirrored over these 2 classes.
So as aza said you also need to test stuff to get some conclusion in the end. Tought exatly for that there should be no problem admit if something is op/broken/ or not working enough because that's exatly why these type of changes are made. PPl get more piss about do not admit stuff that test bad /op changes.
Sy for the text wall but i think it was important mark this for any future change done even for magus/engi
Last edited by Tesq on Mon Dec 12, 2016 3:33 pm, edited 5 times in total.
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dur3al
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Re: [Feedback] Engineer / Magus Changes

Post#117 » Mon Dec 12, 2016 3:08 pm

Azarael wrote:I find it unfair that this point is being repeatedly stated when I have acknowledged it more times than I can count and stated that I am unable to do anything about it without having client control.
I don't mean to be unfair - and I'm sorry if I come across just nagging for the sake of nagging, I was just simply stating it. As you're probably aware of how I post my opinion/point of view, I can be very relentlessly about it, and I apologize.

And I also know that things are limited due client access, which is why I wonder what was the reason that changes are being done now without having full client control in first place - NOT trying to be a huge criticism here, just really wondering if it couldn't be pushed back in line at the to-do-list.
That is not because I'm afraid of changing the meta, or because I'm a purist of any sort. Simply because the state of unbalance created will last to long until client control is achieved, and that is not healthy for the game or community. And for changes (fundamental changes or simply balance changes) in my opinion, do require client control.
Azarael wrote:I'm also going to add that you achieve balance through experimentation and refinement. A few people seem to think that they have the ability to craft a package of changes which will fit perfectly with no further adjustment needed. It doesn't work that way. What I have an issue is is people criticising me for the actual process of refinement because they think that they could, essentially, fix classes perfectly in one shot. I've been in the optimal position previously of being one of the best players of a game and being its balancer/developer, and I rarely if ever managed to fix something in one go - and that was with a simpler system than WAR's and a playerbase that was about 2/3 of the size as well. I had to perform multiple coarse reworks to fundamental game mechanics before finding them acceptable.

Being good confers understanding of how a class or element works and how to exploit it to its best, as well as an understanding of its synergies, but that does not necessarily translate to knowledge of how best to fix that class, it doesn't prevent natural bias towards one's own classes, and it certainly doesn't give one person the ability to understand all of the subtle consequences that result from making any kind of change. Only experimentation and refinement do that.
And I agree with this, I'm not stating some other guy would be able to fully adjust everything in one shot, but would be far much easier if you've to take more into consideration players with the full understanding of the game, and whom have played it high at level when comes to balance - and not only that particular class, but others as well to understand the overall picture. Obviously you'd not only leave balancing up for them exclusively, that's not what I mean at all, but take into account their knowledge of the game first and foremost then the general "masses".

For example, if you ask a player that most people would consider a good player, but a guy who only and exclusively played only that class, and ask how to buff it, he'll name a bunch of things that his particular class requires, but does he know if those set of things are already not covered by other classes? How having more "things" in his class + the other classes already covering those things will affect the overall balance? Perhaps he wishes one thing to be an ailment, but what if the opposite side only has 1 healer that cleanse ailments, it'll make that particular healer a necessity. And so on.

In my opinion you'd have a sort-of flowchart when it comes to balance classes where you have:

- Development team decides that X needs to change, because of reasons a and b;
- Development team starts talking with particular good and helpful players about X, and gather opinions and more information about X;
- After gathering data about X from players (premades, warbands, etc) they review if X is indeed a problem, or if indeed X's problem is due a and b, and not something else entirely;
- Development team discuss internally some changes;
- Again discuss with particular players about the changes and gather feedback on effects of that;
- Adjust changes based on feedback or not, and reasons why it was done;
- Test internally changes and invite players to test them;
- Fine tune it according to internal test;
- Release changes;
- Gather more information and feedback from live testing;
- Discuss feedback from live testing with team and good players and see where the general opinion goes;
- Fine tune again or not;

I'm aware we might not be even close to have this time or resources, or that this is most likely done in paid new games and that we've an alpha server, but that's how I'd imagine in order to work. Simply because you can't have our general population here being the internal testers since they're not really testing anything, they're just "having fun" - hence why you can't go in towards "pleasing the masses" because if you do you'll never achieve balance.
Azarael wrote:Another issue is defense of the meta. Look at some of the arguments made against the DoK version of the changes - a principal one was that Covenant of Celerity, if locked to a melee DoK, would make a melee DoK overvalued or mandatory. This shows a lack of understanding of levels of balance, going up from coarse (foundational) balance up to fine balance. Like I said with Rubik's Cube - you need to understand that to properly solve a complex system, you must resolve foundational issues before making fine tweaks that risk being destroyed if you're forced into a coarse change.

There are 4 class pairings in my opinion that come under "coarse" because they were underperforming or overperforming AND they were concept violators:

1) Archmage/Shaman (terrible mechanic, worst healer at the time)
2) Engineer/Magus (joke status)
3) Knight/Chosen (mechanic violation, overpowered)
4) Warrior Priest/Disciple of Khaine (mechanic violation, overpowered)

So yes, when dealing with these 4 pairings, I fully expect(ed) that fine balance would be impacted. The difference between you and I is that I understand and expect fine balance shifts to occur if coarse ones are implemented, and I do not retreat from making coarse changes because of fine balance issues.

The good news is that those above classes represent the only ones which require coarse and disruptive adjustments. Once they are handled, I am more than happy to have fine issues commented upon by better players. I just won't be blocked on coarse changes.
At this part while I agree with most of what you've said, and about drastic changes to fix a fundamental flaw (I guess we just disagree on what we consider a fundamentally flaw class or mechanic, but this is something else entirely).
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dur3al
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Re: [Feedback] Engineer / Magus Changes

Post#118 » Mon Dec 12, 2016 3:20 pm

Funny side note: regarding having them able to be mobile and still retaining their uniqueness, wouldn't it possible for you to spawn more then one pet and have them sort-of-like mesmers from GW2? Obviously reduce pet dmg, but this way they could be more mobile around the battle field and it would look cooler and even make more sense having them spawn more creatures out of the warp (or engis constructing more turrets).
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Martyr's Square: Dureal & Method - Disrespect/It's Orz again
Badlands: Dureal & Alatheus - Exo
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Tankbeardz
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Re: [Feedback] Engineer / Magus Changes

Post#119 » Mon Dec 12, 2016 3:28 pm

Morf wrote:From what i see some ppl want engi/magus to be as deadly as sorc/bw, this is why **** is going wrong, unless the class is completely changed and redesigned it will always be inferior to all 4 other rdps for pure damage.
You need to look at the whole picture and everything engi/magus bring instead of just focusing on damage and damage only.
Honestly, I never agreed damage was the issue. It's the lack of support tools that actually help (heal debuff, silence, kd that doesn't require pet and 2 gcd, disarm that doesn't take 2 seconds and a spec point, etc.). Alas, I know none if this can chance without client control and the devs have already stated they don't want to do this.

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Lektroluv
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Re: [Feedback] Engineer / Magus Changes

Post#120 » Mon Dec 12, 2016 3:32 pm

Glorian wrote:A 4K armor, 600 toughness engie has low wounds or not that much toughness. Actually I'm unsure if you can even achieve 4K armor and 600 toughness. I'm currently at 460 toughness but need to check my charts.

Anyway. He has an BS of 400ish and hits like a whet noodle. Even if he is a tanky dwarf, he is on the lower end of dps. It should be actually the bottom of DPS.


So my tinkerer has his guard and a healer. While your SH is all alone with none of the above. Poor poor SH. (Sarcasm)
SH can achieve 2k using full armour talismans + 2k buff from pet, but the pet itself banishes in first area because the pet itself do not get any defensive buff which is the part you seems prefer ignore... meanwhile your turret is receiving a 80% dodge-disrupts itself not even talking about your ridiculous 32% buffs, a buff higher than tank classes ones.

Following that logic theory of your turret geting a 2,5 times the buff you get in your character from it, squigh herder pet could get 2,5 times the armour of the squigh herder player himself for mitigate the attacks... wanna see squigh herder pet's with 10.000 armour running around?

4000 x 2,5 = 10.000 armour

32 dodge-disrupt x 2,5 = 80 dodge in your turret

Will be ok for you? i think not, but following your standard should be ok.

If you argue your damage will be low on that 400 BS with corporeal damage dots, i invite you to level up one squig herder and make test how much damage does squigh herder PHYSICAL dots with that numbers, maybe you will be horrified with what you see.

Even better, looks like enginer armour feels more suited for stack tougness, because 600,460 or even 260 seems a too hight number to achieve for squigh herders if you wanna be in that 4k armour, which ends in 2k after 2 seconds of fight because the pet died.

As i said in my first post, there will be always a enginer which don't wanna balance game at all, which just wanna use the forums balance post for take advantage over other classes, even if he knows the buffs make him overpowered and unjustified good in all aspects of game.

My proposals didn't even said nothing about full remove the 80% disrupt and dodge buff from your turret, only lower it to 65%...and you arguing about Squigh herder which base all theyr defensive buff in pet, a pet which himself do not receive any defensive buff from it for survive? you should be exactly in last spot of persons to lose time with, because you obiously wanna be the class which higher burst from longuer range and still be able to be tank and healer if you want specialize for it.... sory dude, you are only range dps, all that things are crossline over a role, which should not be even close to achieve as range dps.

Morf wrote:From what i see some ppl want engi/magus to be as deadly as sorc/bw, this is why **** is going wrong, unless the class is completely changed and redesigned it will always be inferior to all 4 other rdps for pure damage.
You need to look at the whole picture and everything engi/magus bring instead of just focusing on damage and damage only.
Is much worse than that Morf, they wanna be as deadly as Sorc and BW, retain the range which make the Squigh herder not beign able to even try to kite because they shot you from 210 feets, be more tank than Blackguard withouth spent a specialization point or a tactic slot, heal better than most of the healers in area (yes area, not group, perfect for pugging)

And even better they still retain the corporeal damage dots, which make them better damage dealers than other's range dps, before even this others range damage dealers can use theyr abilities with 100 feet range, because another class killed them on the way from 210feets.
Last edited by Lektroluv on Mon Dec 12, 2016 3:52 pm, edited 4 times in total.

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