[Feedback] Engineer / Magus Changes

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Tesq
Posts: 5713

Re: [Feedback] Engineer / Magus Changes

Post#31 » Sat Dec 10, 2016 12:51 am

i fell that the bonusess are off the line for both mid range and aoe turrets/deamons.

While the dmg increase and range increase are ok for a super static build
Be bind to the pet for be mobile and loose all the range increase is bad; one of the problem of the mid path was be too near, the range made the range more affordable if you are static but now that the range buff is gone from mid path is not worth speccing it anymore.
To put it simple the 40% dmg buff should remain but being more proportional the nearer you are the enemy. But this would probably make long range build wosrt so then it's better leave to all build the 40% buff but also give a seconday eff based on the turret deamon.
Whatever bind this effect or not to the deamon depend from the effect itself and how the dmg buff stack get loose, the faster they get loose the more then the secodnary eff should be not bind to the character. So in the first case the first path is workign as intended and is the best optimized now.(dmg issue are another matter, the path is working in his context)

2nd path lack either a range increase or a total freedom of movement, as it stand now i had better chance with mid path when there was the range increase, mixing both 1rst and 2nd path was more rewarding with pink horror since double debuff on both resistence and more tools.

If i have to be bind to have less range and be able to move then i can't use fine the 1rst path skill because no ele debuff then i need to not be bind to my pet for move while casting.

3rd path it's just wrong, i can say that if those bonuses stack with hold the line then there is something wrong; becuase a 70% dodge/disrupt with out invest nothing is crazy.


For what i think pet skills alredy bind you to a playstile so the second and 3rd pet should be different;

- second pet: it should allow you to cast every skill on the move because you loose the range buff and becuase you have no ele/armor debuff from pet so it dosen't matter if you can cast alls kill from first path; you have no debuff or another class need to supply from it.

-third pet: an avoidance buff is out of question for both engi/magus; they alredy are the higer armored caster.

So something like:

1-40% dmg buff / 40% range buff
2-40% dmg buff / cast while move
3-40% dmg buff /???


i'd say that my main skill as magus for aoe/spiritual need to be spam vs bw/sorc have all channeling so maybe a CD increase immunity? This will make playable the aoe in every situation just like are sorc/bw with out buff to the stratosphere engi/magus

@aza the cultrip of magus
bad performance is the indigo bleu fire, i stopped use after i found i can do more crits with more hits x GCD or i have more burst with 1rst path. The skill is cross mirrorerd with bw channeling but have a bad secondary eff ( bw give snare for all duration making kill easier while magus give ya ap IF you kill the target and you need anyway ap tactic if you go for mid path so the ap is like useless becuase you have problem kill not spam) and the overall dmg is lower if i not mistake; bw tooltip description is not really clear about it ( also consider that magus have a inferior meccanic so it should have a higer value every 2 sec most likely the double of bw). Then also engi have more burst as a sorc does, then magus should have a rkd or a heal debuff which also lead to the usuall problem, destru have no rkd (magus have some common elements with bw ( ignoring disrupt is the main, but not have rkd or a heal debuff and also a bad channeling kill the class; at that point you either give him more burst as angi/sorc or either give him rkd/h-debuff as a bw).
Wich is not even true because for every dmg less than a sorc it does, bw also have funnel power to close the gap and anyway, burst that can dmg reduced lead nowhere, with out heal debuff becuase guard exist. So definetly magus need one or both those tools on mid path.
Last edited by Tesq on Sat Dec 10, 2016 1:08 am, edited 2 times in total.
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peterthepan3
Posts: 6509

Re: [Feedback] Engineer / Magus Changes

Post#32 » Sat Dec 10, 2016 1:05 am

It was always insta, yes.
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Whitesands
Posts: 59

Re: [Feedback] Engineer / Magus Changes

Post#33 » Sat Dec 10, 2016 1:32 am

Azarael wrote:@above posts: As previously mentioned, our long-term goal has to be to break the reliance on Bolt of Change. Dropping BoC to 5 seconds not only breaks the mirroring with Snipe, it makes the class very much revolve around Bolt of Change and means that there is much less downtime in the burst cycle. The extra range also has implications for escaping the damage by moving away from the Magus, if the CD is lower.

We need to acknowledge that there are real problems with the range the skill has at the moment and do all that we can to make the ST Magus performant without resorting to Bolt of Change. If we absolutely MUST use Bolt of Change, then we need to drop its range, which needs client control, but this should be a last-ditch option, and we should try to improve other skills first.

Mutating Blue Fire was always an instant skill, right?
I really appreciate all you and your team have done. It's impressive.

To your question: yes, Mutating Blue Fire has always been instant.

I understand the larger goal. I think it makes sense to not have such a reliance. Personally, I don't have an issue with Snipe being 5 seconds, mirrored to Bolt of Change. Prior to the rollback to 10 seconds, I would always be very aware of opposing Engis. because of their potential. I saw it as enhancing both classes for their sides: the one to counter the other.

If there is a path to make the magus competitive with single target spec. without Bolt of Change as the key component I am open to the idea. As it stands without the 5 second option, the spec. is not competitive even with the tactic move, unfortunately. What about the idea put forward of making the tactic Surging Power in its new Havoc placement more akin to the Witch Elf and Mara 50% crit. increase tactics, save it would only apply to the Havoc related abilities?
Magus: Daemonfire
Engi: Handcannon

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Azarael
Posts: 5332

Re: [Feedback] Engineer / Magus Changes

Post#34 » Sat Dec 10, 2016 2:16 am

I am open to Havoc +50% crit on Surging Power, but we need to consider that Bolt of Change is itself affected. That might get to be too much.

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Renork
Posts: 1208

Re: [Feedback] Engineer / Magus Changes

Post#35 » Sat Dec 10, 2016 2:32 am

Azarael wrote:I am open to Havoc +50% crit on Surging Power, but we need to consider that Bolt of Change is itself affected. That might get to be too much.
I love you, but sometimes you have to draw the line when it comes to some people's requests here (heal debuff? lol? long range kb?). The changes you have done are quite fine and I suggest waiting out to see how people adapt to them first. Yes, surging power affecting BoC is unnecessary. BoC 10 CD never bothered any magi who played on live, and I don't see why it would bother anyone here either. I'm quite happy with the pet buffs as it gives the class more flavor. From what I have been reading since you started tweaking eng/mag is that players want to be walking bazookas and be able to massacre everything.

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peterthepan3
Posts: 6509

Re: [Feedback] Engineer / Magus Changes

Post#36 » Sat Dec 10, 2016 2:36 am

Renork wrote:BoC 10 CD never bothered any magi who played on live, and I don't see why it would bother anyone here either. .

Because on live we were fully accustomed to the class being meh and without likelihood of that changing. Here, we've been given a taste of a viable RDPS Magus and it's only natural for people to want to preserve that, I guess.

Also I think 50% affecting BoC would be too much.
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Tesq
Posts: 5713

Re: [Feedback] Engineer / Magus Changes

Post#37 » Sat Dec 10, 2016 2:41 am

Azarael wrote:I am open to Havoc +50% crit on Surging Power, but we need to consider that Bolt of Change is itself affected. That might get to be too much.
It's not only bolt of changes, Mutating blue fire hit like a truck is what i crit higer currently; with the changes you use BoC as opener, after dots, because mutating blu fire is istant but also give dot component then finish with fast spam the 2 sec cast skill , all undefitable exept mutating blue fire and all damages happen in 5 sec. No point stay nearer and use mid mastery skill and channeling due to disrupt chance, just spam 3 skill and dots is way better if all
Is undefitable.
2x crit tactic from havoc path, undefitable attacks tactic, intelligence.

Be Carefull with buff even more the crit multipler on some skills
Last edited by Tesq on Sat Dec 10, 2016 2:48 am, edited 1 time in total.
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Renork
Posts: 1208

Re: [Feedback] Engineer / Magus Changes

Post#38 » Sat Dec 10, 2016 2:45 am

peterthepan3 wrote:
Renork wrote:BoC 10 CD never bothered any magi who played on live, and I don't see why it would bother anyone here either. .

Because on live we were fully accustomed to the class being meh and without likelihood of that changing. Here, we've been given a taste of a viable RDPS Magus and it's only natural for people to want to preserve that, I guess.

Also I think 50% affecting BoC would be too much.
There's a difference between wanting to be a "viable" RDPS and wanting to nuke everyone to hell without any drawbacks. Seriously though, what else do you think the class should be given to be more "competitive" at this point? Should magi and engies be able to do the same dps and burst rotations as sorcs? because if so, let's just all ask for the dhar/combustion mechanic and name it "change implosion" and I'm sure even with a pink horror out nuking people with BoC every 5 CD with 50% crit people would still come whine about the class.

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peterthepan3
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Re: [Feedback] Engineer / Magus Changes

Post#39 » Sat Dec 10, 2016 2:54 am

I'm fairly certain that most people just want the class to be viable and able to fill in for another ranged DPS, as it should. Also I believe that if a Magus is able to maintain 8 stacks and stand still - then yes, it should do comparable damage for a stationary DPS.

personally I'm happy with it, just think ideal would be reduced range on bolt and 5 sec cd. but can't be done atm :/
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Akalukz
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Re: [Feedback] Engineer / Magus Changes

Post#40 » Sat Dec 10, 2016 3:12 am

So, why can't we just shuffle somethings, BoC is an issue at Range on 5 sec cooldown, why not "switch" BoC and FrF damage values and placement cooldowns etc?? BoC could still have the extended range, but with FrF current damage blah blah
-= Agony =-

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