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Re: Changelog 06/12/2016

Posted: Wed Dec 07, 2016 8:09 am
by lastalien
Klesko wrote:
lastalien wrote:
Klesko wrote:
I'll entertain your argument though I shouldn't, as I feel you're being quarrelsome just to be quarrelsome. Festering Arrow is capped to 4k as you've so graciously pointed out. Within a 2 second span it's followed up by a Glass Arrow and a Fell the Weak (all instant cast). The assumption of course is a VoN + M2 as we are already talking about capped Festering Arrow numbers. The burst is unrivaled, and that speaks nothing to the follow up of a shadow sting or a rapid fire to apply further pressure on a target that isn't already downed that those other classes would struggle to do like-wise after they've blown through their rotation.

Fine. It is true. But you forget that morality works 1 time per minute. While Eng and BW have advantages all the time. BW can make the chain every 5-6 seconds, Eng always has a boost when you are closer to the turret

Re: Changelog 06/12/2016

Posted: Wed Dec 07, 2016 8:23 am
by Sulorie
Grunbag wrote:
Sulorie wrote:
Grunbag wrote:
Don't think so cause at the same time engineer lost 60% of his range . He cannot hit rdps that stand far away
They lose 40% range. The thing is, Engi can just sit there with keg heal and no enemy rdps can do anything, when every 2nd skill is avoided. One could say "just ignore them" but in objective based scenarios you are forced to get rid of them somehow. When the only solution is to bring mdps, then I think it is broken.

This is only for tinkerer engineer , and he's like a mdps now . Destro rdps has enough other target to focus , you'll still be able to focus rifleman and grenadier engineer . I think this bonus is fair since tinkerer has to stay inside melee static .
Isn't the Engi able to other pathes than tinkerer while using flame turret?

Re: Changelog 06/12/2016

Posted: Wed Dec 07, 2016 8:40 am
by Danord
Azarael wrote:I can't exclude Bolt of Change and Snipe from the range increase, unfortunately :/
Is it possible to decrease the base range of BoC down to like SvF? and keep the 5 secs?

Re: Changelog 06/12/2016

Posted: Wed Dec 07, 2016 8:59 am
by Tesq
the changes to mid path feel right, chages to frst path feel wrong becuase engi/MAGUS problem were not engi snape/magus coevalent but only the channeling which is better on engi ( more burst). nerfing CD increased the intervall between burts but magus still have an ineffective burst compared to engi.

Tough, if you bind the mobility to be near the pet and you also remove the range increase mid path suffer the same problem of before.
Either free on the move cast for those skill while deamon/turret is alive or leave it as before.

edit: or well the flamer suffer the problem, actually is the worst of all deamon, with this change your mobility increase not by a lot and the range loose fell pretty heavy. Mobility need to mitigate enemy kite but have it bind to a static pet make it useless.

Re: Changelog 06/12/2016

Posted: Wed Dec 07, 2016 9:31 am
by Glorian
I made some tests on the increased AoE Range of the Flame turret.

Increased AoE Radius works on the following abilities for sure:
Static discharge
Fricition burn
Blunderbuss Blast
Barbed Wire
Frag Grenade (Extra Powder Tactic is still broken on Frag Grenade. So doesnt stack.)
Acid Bomb (stacs with Extra Powder tactic.)
Self Destruct (Only if used with Flame Turret and Flame Turret Buff)

Increased AoE Radius DOES NOT increase the following AoE Abilities:
Lightning Rod
Keg
Napalm
Landmine

No current tests on:
Flashbang
Phosphourous Shell
Sticky Bomb
Strafing Run
Shock grenade

Tests on AoE Cap increase.
Get Increased AoE Cap:
Static discharge (Hits 11 npcs. So AoE Cap was increased.)
Fricition burn
Blunderbuss Blast
Frag Grenade

Get NOT increased AoE Cap:
Ligthing Rod (Still hits only 9 npcs max.)
Keg
Napalm

Re: Changelog 06/12/2016

Posted: Wed Dec 07, 2016 9:46 am
by Grunbag
Sulorie wrote:
Grunbag wrote:
Sulorie wrote: They lose 40% range. The thing is, Engi can just sit there with keg heal and no enemy rdps can do anything, when every 2nd skill is avoided. One could say "just ignore them" but in objective based scenarios you are forced to get rid of them somehow. When the only solution is to bring mdps, then I think it is broken.

This is only for tinkerer engineer , and he's like a mdps now . Destro rdps has enough other target to focus , you'll still be able to focus rifleman and grenadier engineer . I think this bonus is fair since tinkerer has to stay inside melee static .
Isn't the Engi able to other pathes than tinkerer while using flame turret?
Sure they can but no point for a grenadier or a rifleman to use flame turret to lose 60% of range . Do you imagine a sniper build with 60% decrease range?

Re: Changelog 06/12/2016

Posted: Wed Dec 07, 2016 9:56 am
by Grunbag
pge2k wrote:Thx for sc bug.

It doesnt makes sense to increase damage again for engineer. Engi had incredible damage before. Magus is ok.
They don't increase damage at all .

Sniper got nerfed .

Grenadier can cast on the move and tick reduce on dots

Tinkerer got dodge/disrupt buff , aoe radius buffed but range decrease

They didn't change damages

Re: Changelog 06/12/2016

Posted: Wed Dec 07, 2016 10:50 am
by Grunbag
Glorian wrote:I made some tests on the increased AoE Range of the Flame turret.

Increased AoE Radius works on the following abilities for sure:
Static discharge
Fricition burn
Blunderbuss Blast
Barbed Wire
Frag Grenade (Extra Powder Tactic is still broken on Frag Grenade. So doesnt stack.)
Acid Bomb (stacs with Extra Powder tactic.)
Self Destruct (Only if used with Flame Turret and Flame Turret Buff)

Increased AoE Radius DOES NOT increase the following AoE Abilities:
Lightning Rod
Keg
Napalm
Landmine

No current tests on:
Flashbang
Phosphourous Shell
Sticky Bomb
Strafing Run
Shock grenade

No current Tests on AoE Cap increase.
Only test on Keg: Keg's AoE Cap is NOT increased.
Azarael said lightning rod was supposed to be increased too on aoe radius
Azarael wrote:Lightning Rod should benefit.

Re: Changelog 06/12/2016

Posted: Wed Dec 07, 2016 11:03 am
by megadeath
Natherul wrote:
Blue Horror (Defensive Close Combat AoE)

- Providing you have at least one Unholy Empowerment stack, allows you to use Path of Changing skills while moving.
Why not path of Demonology? What benefit do i get from casting Pandemonium with 32ft range?

Re: Changelog 06/12/2016

Posted: Wed Dec 07, 2016 11:09 am
by Nirawen
Good job, finally turrets are useful!
Hopefully it does not change too much, history(story) that we can settle a little.