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Rift and Magnet

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Renork
Posts: 1208

Re: Rift and Magnet

Post#211 » Fri Dec 18, 2015 1:45 pm

Azarael wrote:Have you considered tying a cast range buff to the pet's existing damage buff? If you're not allowed mobility or ridiculous damage, you should be allowed range.

Although that sounds like a good idea on paper, we already have the %increase from change.

The spells from daemon line are meant to be *pbaoe* range, such as warpfire, lash, infernal blast, and rift. The only *range* spell is the stagger.

The ones from change already have the tactic, and IFoC is already 100ft, seed of chaos is useless, and dissolving mist is only useful in keeps and/or in scenarios where people like to stand on the big purple mist that is hurting them. I do occasionally use rend winds.

The havoc line already has 100ft spells, BoC is 3s (150ft), MBF is 3s, disarm is 2s. So I don't believe increasing the range would do much, although I do appreciate you trying to improve the class and not disregard it as most people want to do.

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Renork
Posts: 1208

Re: Rift and Magnet

Post#212 » Fri Dec 18, 2015 1:49 pm

Thanks for the polite answer. Always nice with a mature and civil discussion.

I'm not trying to prove you guys wrong, I simply have another way of loking at the class. I'm sorry we can't always be one big happy family and agree on everything.

I know the class is not perfect, but you have to agree that a ranged AOE stagger and Rift is some pretty powerfull tools, even though you have to kill your pet. Yes you loose your 20% dmg buff, but how often are you actually standing still on top of your pet in a fight? There's constant movement. The dmg buff was given to the class because people was complainging about the lack of damage from the class. But again if you use the class for supporting, instead of focusing on being on top of the SC scoreboard, you dont excatly need that dmg buff.

And answer me this, if all classes became OP with rr100 and lotd gear, while would any class need a tweek/buff? ;)[/quote]


Ignorance detected, oh and way to dodge the initial questions. We will not have rr100, or lotd, or silly pocket items. So, guess what? Your "OMGLOL OP MAGUS" will not translate to this server. Are you speaking for yourself? I resummon my pet constantly to keep my damage buff as much as I can. We are not solely a support class, that's your OWN assumption. A THREE second stagger doesn't give the class the title of "god's gift to utility", and if you spec for rift you are basically a rift bot.

Penril
Posts: 4441

Re: Rift and Magnet

Post#213 » Fri Dec 18, 2015 1:58 pm

Azarael wrote:Have you considered tying a cast range buff to the pet's existing damage buff? If you're not allowed mobility or ridiculous damage, you should be allowed range.
I doubt having more range will help them. Melee trains will still close the gap pretty fast.

"If they are not allowed mobility or ridiculous damage"... when you posted this i immediately thought of Tanks. So maybe Magus/Engie should be allowed more survivability? Yes, i know some can be ridiculously tanky atm but at the cost of damage. So maybe the mechanic could be reworked as something like "+20% damage and +X toughness"? In other words, include Daemonic Pact in the mechanic and change the tactic to something else. Maybe even make the toughness buff apply to the Magus group.

Or maybe leave Daemonic Pact as it is, and change the mechanic to "+20% damage for the Magus and -10% chance to be crit to everyone close to your pet". Since order has several +crit tactics (Dirty Tricks, Leading Shots, and Encouraged Aim which basically does the same) i don't think giving Magus a -10% chance to be crit group buff would be game breaking. Remember when they gave stagger-remove to Magus/Engie? It was given to them to counter KotBS/Chosen staggers (which were considered OP back then at 9 secs).

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Azarael
Posts: 5332

Re: Rift and Magnet

Post#214 » Fri Dec 18, 2015 2:06 pm

The question I would ask you, then, is if you're going to improve their defenses, why should they be a RDPS archetype? If you want a tank, take a tank, that's what they were designed for. This class needs to be made an active threat in line with its archetype.

Penril
Posts: 4441

Re: Rift and Magnet

Post#215 » Fri Dec 18, 2015 2:17 pm

Azarael wrote:The question I would ask you, then, is if you're going to improve their defenses, why should they be a RDPS archetype? If you want a tank, take a tank, that's what they were designed for. This class needs to be made an active threat in line with its archetype.
Well, from your "not allowed mobility or damage" post i assumed you weren't planning on addressing Magus/Engie damage, specially when you suggested a range increase. That's why i suggested giving them more survivability because i honestly feel it would help them way more than just a range increase.

However, from your last post it seems that you want to address their damage. If that is the case then yes by all means go ahead. Magus/Engie are rDPS classes first and foremost.

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Azarael
Posts: 5332

Re: Rift and Magnet

Post#216 » Fri Dec 18, 2015 2:22 pm

Ah, that was because of BW/Sorc (damage) and SW/SH (mobility). I figured that people would oppose increasing Engi/Magus damage because they don't use the BW/Sorc mechanic which is sooooooooo very crippling in exchange for its amazing benefits. Or something.

It's food for thought though. Take Sorc, give it Magus CC and nerf its damage appropriately and you have what Magus should actually be in terms of offensive potential. The question is, how much are the CC and support skills worth?

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Renork
Posts: 1208

Re: Rift and Magnet

Post#217 » Fri Dec 18, 2015 2:23 pm

Azarael wrote:The question I would ask you, then, is if you're going to improve their defenses, why should they be a RDPS archetype? If you want a tank, take a tank, that's what they were designed for. This class needs to be made an active threat in line with its archetype.

Could add a *increase cast times* component to Indigo
Init debuff to pand
etc

eh I don't know, quite a few things could be done depending on the direction you want to head with the class.

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wender88
Posts: 213

Re: Rift and Magnet

Post#218 » Fri Dec 18, 2015 2:33 pm

Renork wrote:Ignorance detected, oh and way to dodge the initial questions. We will not have rr100, or lotd, or silly pocket items. So, guess what? Your "OMGLOL OP MAGUS" will not translate to this server. Are you speaking for yourself? I resummon my pet constantly to keep my damage buff as much as I can. We are not solely a support class, that's your OWN assumption. A THREE second stagger doesn't give the class the title of "god's gift to utility", and if you spec for rift you are basically a rift bot.
So because I dont agree with you, that makes me ignorant?
No where did I say magus is OP. I said some players made it OP.
I do believe the THREE second stagger was nerfed on live from 6 seconds, right? (I might be wrong on this one)
I have not stated they are "God's gift to utility". I've said they are a support class. And don't blame me, for you not wanting to spec for the most powerfull tool the class have.

I'll say it again, I understand that the class might not be the best made class in the game, but I also think it's important to consider the original intentions of the class.

And to answer your rr100 question. All classes became powerfull with the right twink gear, but all classes will become powerfull with the right twink gear at a rr80 cap. Some more than others, depending on the class, in both cases.
Kenzing - Specialneedz

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Renork
Posts: 1208

Re: Rift and Magnet

Post#219 » Fri Dec 18, 2015 2:45 pm

wender88 wrote:
Renork wrote:Ignorance detected, oh and way to dodge the initial questions. We will not have rr100, or lotd, or silly pocket items. So, guess what? Your "OMGLOL OP MAGUS" will not translate to this server. Are you speaking for yourself? I resummon my pet constantly to keep my damage buff as much as I can. We are not solely a support class, that's your OWN assumption. A THREE second stagger doesn't give the class the title of "god's gift to utility", and if you spec for rift you are basically a rift bot.
So because I dont agree with you, that makes me ignorant?
No where did I say magus is OP. I said some players made it OP.
I do believe the THREE second stagger was nerfed on live from 6 seconds, right? (I might be wrong on this one)
I have not stated they are "God's gift to utility". I've said they are a support class. And don't blame me, for you not wanting to spec for the most powerfull tool the class have.

I'll say it again, I understand that the class might not be the best made class in the game, but I also think it's important to consider the original intentions of the class.

And to answer your rr100 question. All classes became powerfull with the right twink gear, but all classes will become powerfull with the right twink gear at a rr80 cap. Some more than others, depending on the class, in both cases.
I'll say one more time, just for you. If you don't play the class, then don't some spouting ignorant statements here. We already have enough people spouting nonsense (see sig). We are not a support archertype, the end.

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Morf
Posts: 1247

Re: Rift and Magnet

Post#220 » Fri Dec 18, 2015 2:47 pm

Engi/magus just requires more thought and skill to be successful then other rdps classes, its not uncommon to see magus/engi way ahead of the next person damage wise in sc's but lacking in db's and i also remember from live how amazing they both were be it 1v1 or city sieges. Im not saying they do not need something but nothing major, they are just lacking in the 6v6 brah environment, 1v1 and wbvwb they do just fine.
I think first thing would be to increase the stagger duration of land mine and daemonic infestation to 5 or 6 secs and then think about changing a tactic to add an ignore of armor/resist value to there main single target damage ability.
Morfee - Shaman / Mynnos - Kotbs / Grubod - Black Orc / Snubz - Squig Herder

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