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The Magus/engi buff

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drmordread
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Re: The Magus/engi buff

Post#31 » Mon Oct 10, 2016 2:08 pm

peterthepan3 wrote:Magus is not OP. It's somewhat viable in SOME situations. Engi seems to be attracting the most hate so perhaps deal with the classes individually in regards to the buffs as I am yet to see anyone complain about Magus being OP (on either side) with any real justification.

As fct mentioned: people with low armor for engi to capitalise on, engi having a pet that actually hits like a truck, Benefiting from weapon dps and m2 are all things absent with the magus.
I play both engi and magus and yes.... they are both OP.
And you can not tweak the engi and debuff some of the abilities, and leave the magus alone.

As to why no one says the magus is OP...simple.... Destro players will never admit to being OP even when playing all the OP classes. I mean really... do you expect anyone who played purely destro to admit that a destro class is OP?

Smellybelly wrote:
jorgemarco wrote:Saying Magus/engi are not OP is offensive. I like experiments with classes trying improve the game, im agree with that. Now we know the buff is excesive. Classes like my SW lost any sense to be played since Magus has that extremely long range.
If you manage to get past tier 2 you will soon realise that what your saying isnt exactly true at all.
How is that? The SW does not get the extra range tactic till higher levels, and even then it goes to a max of 100 feet. The new engi/magus abilities can give a range of nearly 250 feet. Tier 1 or tier 4 or whatever, the SW or SH will never have the range of a magus or engi. (Though Squig Herder CAN still do damage at nearly 220 feet with squigs doing the attacking)
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peterthepan3
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Re: The Magus/engi buff

Post#32 » Mon Oct 10, 2016 2:14 pm

drmordread wrote:
peterthepan3 wrote:Magus is not OP. It's somewhat viable in SOME situations. Engi seems to be attracting the most hate so perhaps deal with the classes individually in regards to the buffs as I am yet to see anyone complain about Magus being OP (on either side) with any real justification.

As fct mentioned: people with low armor for engi to capitalise on, engi having a pet that actually hits like a truck, Benefiting from weapon dps and m2 are all things absent with the magus.
I play both engi and magus and yes.... they are both OP.
And you can not tweak the engi and debuff some of the abilities, and leave the magus alone.

As to why no one says the magus is OP...simple.... Destro players will never admit to being OP even when playing all the OP classes. I mean really... do you expect anyone who played purely destro to admit that a destro class is OP?

Smellybelly wrote:
jorgemarco wrote:Saying Magus/engi are not OP is offensive. I like experiments with classes trying improve the game, im agree with that. Now we know the buff is excesive. Classes like my SW lost any sense to be played since Magus has that extremely long range.
If you manage to get past tier 2 you will soon realise that what your saying isnt exactly true at all.
How is that? The SW does not get the extra range tactic till higher levels, and even then it goes to a max of 100 feet. The new engi/magus abilities can give a range of nearly 250 feet. Tier 1 or tier 4 or whatever, the SW or SH will never have the range of a magus or engi. (Though Squig Herder CAN still do damage at nearly 220 feet with squigs doing the attacking)

To reiterate what torque has said: any empirical proofs as to why you think the Magus is op or are we (as usual) to simply rely on your word? I play magus not the engineer and there is nothing op about them at all.
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sanii
Posts: 193

Re: The Magus/engi buff

Post#33 » Mon Oct 10, 2016 2:16 pm

drmordread wrote:
I play both engi and magus and yes.... they are both OP.
And you can not tweak the engi and debuff some of the abilities, and leave the magus alone.

As to why no one says the magus is OP...simple.... Destro players will never admit to being OP even when playing all the OP classes. I mean really... do you expect anyone who played purely destro to admit that a destro class is OP?
This is some mad bs right here.
drmordread wrote:
The new engi/magus abilities can give a range of nearly 250 feet.


A ability, SINGULAR , UNO , ONE has a range of 225 the rest cap out at 150 (which also has a 3s cast and 5s CD)
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Gobtar
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Re: The Magus/engi buff

Post#34 » Mon Oct 10, 2016 2:43 pm

jorgemarco wrote:Saying Magus/engi are not OP is offensive. I like experiments with classes trying improve the game, im agree with that. Now we know the buff is excesive. Classes like my SW lost any sense to be played since Magus has that extremely long range.
Being offended is not an argument. No one is going to take your feeling into account when it comes to balancing a game.

Magus has extreme long rangem sure, but their ST rotation needs them to be within 120'. you have 110' detaunt, and a M1 Cleanse, and a 3 sec KD, a spammable healdebuff, and a rediculous amount of burst with low set-up. The magus rotation takes what, like 9s? I think ST-Detaunts should be increased to 120' as a result of the changes. If you are talking about 1v1, the devs don't care about that. They have said so.
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ToXoS
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Re: The Magus/engi buff

Post#35 » Mon Oct 10, 2016 4:24 pm

Gobtar wrote:
jorgemarco wrote:Saying Magus/engi are not OP is offensive. I like experiments with classes trying improve the game, im agree with that. Now we know the buff is excesive. Classes like my SW lost any sense to be played since Magus has that extremely long range.
Being offended is not an argument. No one is going to take your feeling into account when it comes to balancing a game.

Magus has extreme long rangem sure, but their ST rotation needs them to be within 120'. you have 110' detaunt, and a M1 Cleanse, and a 3 sec KD, a spammable healdebuff, and a rediculous amount of burst with low set-up. The magus rotation takes what, like 9s? I think ST-Detaunts should be increased to 120' as a result of the changes. If you are talking about 1v1, the devs don't care about that. They have said so.
Actually for a good ST rotation it's 114 fts.
Surge of Insanity is 114 fts range with buff.

ToXoS
Posts: 671

Re: The Magus/engi buff

Post#36 » Mon Oct 10, 2016 4:29 pm

People are acting like only the engie OR the magus has this buff.
If magi make you rage, roll an engie and kill them.
If engies make you rage, roll a magus and kill them.
Simple.

Zanilos
Posts: 443

Re: The Magus/engi buff

Post#37 » Mon Oct 10, 2016 4:32 pm

English isn't my first language so I will keep it short.

KILL THE **** PETS.

ALL THE BUFFS REVOLVE AROUND THE PET STACKS.
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Gobtar
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Re: The Magus/engi buff

Post#38 » Mon Oct 10, 2016 4:32 pm

ToXoS wrote:
Actually for a good ST rotation it's 114 fts.
Surge of Insanity is 114 fts range with buff.
That is with Daemonic Reach correct? Stupid mandatory tactic is mandatory.
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ToXoS
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Re: The Magus/engi buff

Post#39 » Mon Oct 10, 2016 4:35 pm

Gobtar wrote:
ToXoS wrote:
Actually for a good ST rotation it's 114 fts.
Surge of Insanity is 114 fts range with buff.
That is with Daemonic Reach correct? Stupid mandatory tactic is mandatory.
Yes, daemonic reach AND the range buff give a range of 114 fts.
So a SW needs to walk what? 4 fts to detaunt a magus?
I agree that's horrible...

warkaiser
Posts: 33

Re: The Magus/engi buff

Post#40 » Mon Oct 10, 2016 4:37 pm

Just to put in perspective how effective this range buff is with any sort of terrain advantage, just take a look at T1. An Engi can go to Festenplatz and get on that big rock overhanging the valley between fest and the ramp to Destro's WC and easily pick off everyone trying to come out of the WC and go down the ramp. I can reach into the group of guards there at the ramp entrance with absolutely no risk to myself. To get to me they would have to come down the side of the ramp, then run across the valley, up and around to get up to me - the entire time having me and my turrets raining shots down on them.

I find it kind of funny that people are mentioning things like SWs and Sorcs/BWs killing people in other situations, like out in the open, yet completely overlook the disadvantages of those classes:

- Sorcs/BWs are capable of high single target and AoE damage, but are also draining their own HP while putting out max damage, and do not have a ton of effective CC. Having BWs in your group means youre needing to focus more heals on them instead of healing tanks and melees
- SWs basically have laughable AoE damage, and against heavily armored tanks & melees are very ineffective in T4. The 1 tool they had against them that could bust through that armor (Festering arrow with bypass resistances tactic) has been nerfed to 50% bypass. And guess what. You need to stand still for 3 seconds every time you use it.Their main use in a group now is CC, picking off squishy targets, and a heal debuff. Theyre not exactly the go to class when youre looking for a damage dealer for premades. Can an SW do something like kill a tank in 1 v 1? Sure, but it takes 2 minutes of kiting them around and hoping your CC skills arent blocked or they arent immune at the time. Can they put out good damage? Sure, but it generally comes at a cost such as sacrificing group tactics in exchange for your own DPS, increased AP cost, loss of defensive power, having to get closer, etc.

Neither of those classes has the advantage of a pet/turret which assists them while kiting people around, or that will continue doing damage when you are hit with disarms, stuns, silences, etc. Both of those classes have to run through nearly half of an Engi/Magus's range before they can even start hitting that engi/magus, and by that time they likely have multiple dots on them and have taken some direct damage. Also, unlike the SW, an Engi/Magus has multiple AoEs that can put out a ton of damage when they're combined.

Im also kind of sick of this whole "But an engi has to stand still for 16 seconds" excuse, because of the following:
1) You do not need to stand still. There is a radius around your pet / turret where the buff is maintained, allowing you a small area in which you can kite or get out of LoS before the buff begins to drop off
2) The entire buff does not drop off instantly if you move out of the radius. It takes just as long for the 8 stacks to drop off as it does to build them, so you still have a partial buff while kiting outside of that radius.
3) The buff does not reset with a new turret. You can run, let a couple stacks drop off, then instantly redeploy turret and the buff builds back up from however many stacks you already have, it does not reset to 0 stacks.

Any decent magus / engi isnt going to just run around waiting for someone to get close before they deploy a turret. At the slightest hint that a fight is coming that turret is already deployed and buff is building in preparation. Then IF they find they need to move, they can do so easily with needing to rebuild the buff. As an example, you deploy your turret, starting firing at people, then find your group getting pushed back a bit and need to reposition. You can back up a few feet with no loss of power. If you find you need to back up further, you can move for 8 seconds to get into a better position and still have a 20% damage buff and 25% range buff, use instant redeploy, and build right back up to 40/50% buffs within another 8 seconds.

And you know, the buff itself isn't even all THAT bad if not for the fact that it comes completely free with no downside. No lowered damage on skills, no increased AP cost, no speccing, no tactic slot, no loss of defensive power. Its just there. If there were some cost associated with it, AT LEAST a tactic slot that needs to be used in place of something else, in order to gain the range bonus it would be more reasonable. Preferably it would be something similar to how SWs are setup. You can spec into a range boost for 1 tree of skills only, which requires wasting mastery points to get it AND you need to slot the tactic.

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