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Re: Rift and Magnet
Posted: Wed Dec 16, 2015 11:13 pm
by Nishka
When discussing magus damage, don't forget that while they don't have as much damage as sorcs, they aren't that easy to kill either. (just passing by)
Re: Rift and Magnet
Posted: Wed Dec 16, 2015 11:18 pm
by peterthepan3
Neither are Squig Herders if played well, or DPS AMs who know how to kite, or BWs who can make use of the snare/KD and kite well.
All of the aforementioned - including the magus - are easy renown for a good melee train, however.
Re: Rift and Magnet
Posted: Wed Dec 16, 2015 11:43 pm
by Shanell
peterthepan3 wrote:Rift is the only thing the class brings
Also we have AoE dots, and melle-range whip.
I see completely no reason to take a rdps/solo target magus. He will never do such damage like sorc due to class mechanic differences. I also can pick a SH, which is better at single target damage than magus. Role of the magus in RVR - to be a support tough mage, that breaking enemiens formations, and keep enemies under constant DoT damage.
Yes, he can deal damage to a single target, but, as I already said - sorc can do better dmg and SH as well.
And what I wanted to say: magus is an special instument, and there is no point in tried to make him a multitool. That's why we did not have many maguses back on liveWAR - it was a character, made for parties. Yes, you can run magus solo, but it's like hammering nails with a microscope. And, in my eyes you are trying to take a linses out of that microscope, to make it a better hammer.
Re: Rift and Magnet
Posted: Wed Dec 16, 2015 11:47 pm
by TooGraphic
Stinkyweed wrote:There is no way a SH does more damage than a SW. SWs have more sustained and more burst damage in all equivalently specced and geared builds.
Most all the bread and butter attacks between sw/sh are mirrored in damage. Add in pet dps and its no contest. It's pretty obvious when you constantly see SH bursting down BW/SW in 4-5 seconds over and over again. SW just simply cannot do this. Well, save a specced festerbomb every 3 minutes with a lucky crit.
Anyway.
Rift/magnet while an interesting concept was poorly thought out and implemented. Giving one class the ability too scoop up a handful of enemy players and place them on top of each other for them to get mindlessly mowed down by ae assist adds nothing to the game in terms of game play value. The only real counter is staying 75 yards away which is just silly if not impossible. If it were up to me I would reduce the range to 50-60 yards and have it pull one player per second up to six times with the ability to not expend "pulses" if no targets were in range with a total lifetime of six pulls or thirty seconds.
The concept itself isn't bad but the range and frequency are what make it a bit silly imo.
Re: Rift and Magnet
Posted: Wed Dec 16, 2015 11:58 pm
by Coryphaus
Sometime back when we were disscssing engie balance, we made a suggestion where by engie could get or modifiy a tactic that would allow all rifleman abilites to ignore some % armor, but az shot this down saying that it was a "bandaid" fix and didnt "address the real issues of the class"
Re: Rift and Magnet
Posted: Thu Dec 17, 2015 12:01 am
by Azarael
At that point I had some hope that it would be possible to deal with the fundamental issues of the game (like the ability to stack armor). I no longer believe this to be possible. Band-aid away!
Re: Rift and Magnet
Posted: Thu Dec 17, 2015 12:05 am
by Ade
I never fully understand where all this magus talk comes from, im not sure if any of you have actually played the other specs, but they are in themselves powerful, they do damage if you build the character correctly, they can function well in small group/large group and solo play just fine without rift.
Just seems to me that people are getting to hung up over rift and think that its the only decent thing, when its not, you just need to experiment and work with it, if you change the damage of the magus, it will probably end up being too strong, because then you have higher damage, and the same utility.
Also I see a lot of this 'competitive' talk about warhammer, the game is the furthest thing away from competitive, it was designed around large rvr fights, and the magus fits in well there. stun, aoe damage, dot, single target etc etc.
Re: Rift and Magnet
Posted: Thu Dec 17, 2015 12:09 am
by Genisaurus
Azarael wrote:At that point I had some hope that it would be possible to deal with the fundamental issues of the game (like the ability to stack armor). I no longer believe this to be possible. Band-aid away!
We'll get there someday. Kicking and screaming, we'll get there.
Re: Rift and Magnet
Posted: Thu Dec 17, 2015 12:15 am
by Coryphaus
Azarael wrote:Band-aid away!

Re: Rift and Magnet
Posted: Thu Dec 17, 2015 12:49 am
by Stinkyweed
TooGraphic wrote:
Most all the bread and butter attacks between sw/sh are mirrored in damage. Add in pet dps and its no contest. It's pretty obvious when you constantly see SH bursting down BW/SW in 4-5 seconds over and over again. SW just simply cannot do this. Well, save a specced festerbomb every 3 minutes with a lucky crit.

.
...then you are flat out doing it wrong. SW have higher base damage, higher BS/WS, VoN, ranged KD, and the same M2. There is absolutely no reason non guarded targets won't melt faster than a SH ever could do. My 26/30 SW out classes my well geared 31/40 SH any day of the week.