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Re: [Feedback] Engineer / Magus Changes

Posted: Sat Dec 10, 2016 3:27 am
by peterthepan3
Because FRF is core and shouldn't be available to all specs. BoC needs to be an investment, which it currently is.

Re: [Feedback] Engineer / Magus Changes

Posted: Sat Dec 10, 2016 3:36 am
by Akalukz
they can switch it.

Make FrF a 13 pt ability, undefendable, 5 sec cooldown, same damage value as BoC, make boc core, no cooldown etc Now you have a skill that is within tolerable range limits.

Re: [Feedback] Engineer / Magus Changes

Posted: Sat Dec 10, 2016 4:08 am
by peterthepan3
Can the casttime be altered though? It ought to be 3 seconds, given the potency.

I think simplest thing is to just wait out a bit. Swapping FRF/BOC will confuse a lot of people due to inability to change tooltips. Maybe some patience to see how the new FRF really fares in the long-run.

Re: [Feedback] Engineer / Magus Changes

Posted: Sat Dec 10, 2016 4:40 am
by Akalukz
good points

Re: [Feedback] Engineer / Magus Changes

Posted: Sat Dec 10, 2016 6:54 am
by Whitesands
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.
Here are some options to consider based on some ideas through out:

1) Surging Power with added 50% crit. in Havoc line (minus BoC)
2) Swap BoC with Flickering Red Fire (FRF), thus the issues surrounding BoC are removed as it becomes a core with the 10 second cool down model and FRF assumes the 14 Havoc spot that has the bonus of the Surging Power additions already made
3) Compromise on BoC cool down. If 5 seconds is too little and 10 is too much, perhaps a go on Experimental mode with 7 seconds and see how it fares

The issue is the Havoc spec. needs to have a killing power and viability that compare with being stationary and time dependent per the pet commitment, things other RDPS do not have to worry about to be potent

Re: [Feedback] Engineer / Magus Changes

Posted: Sat Dec 10, 2016 1:18 pm
by hogun
I take pleasure every time, when I test the new solution proposed, some are fun used other less. I like when the morning Grombrindal, danthae, thorbolt and me start the day saying "let's try this and we bet that at noon it's nerf" But it's only because we push the subject to the extreme by changing our Equipment and our points of competence. Finally the surprise of our opponent and the ability of all mmo player thought that the cheating enemy does the rest. (I note however that some good player finds counter measures quickly)

But in reality, with the exception of the sniper in a keep defense configuration, I find the engineer less efficient than in its original version. I know the objectivity is improved but I'm not sure that this is the case
Finally, I would like it to be possible via a command to play the engineer in its original version (if it is possible)
Because I found it more agreeable and it permitted better combinations of engineer. Finally the burst M2 was very well in 100% in this configuration.
Thank you for your efforts

Re: [Feedback] Engineer / Magus Changes

Posted: Sat Dec 10, 2016 1:27 pm
by Glorian
@Hogun: Which Original Engineer?

Like two weeks ago?
Or a year?

Re: [Feedback] Engineer / Magus Changes

Posted: Sat Dec 10, 2016 2:55 pm
by hogun
like in the live for example :)

As I said before, when the bug will be corrected (we all saw improvement on the SH even though it is not yet perfect), When the addons will be limited to make the game have its real difficulty, when some class will regain certain constraint as choosen and Kotbs who do not spend AP to have 3 auras at the same time may be that the equilibrium will be closer to d To be reached

Re: [Feedback] Engineer / Magus Changes

Posted: Sat Dec 10, 2016 5:18 pm
by Lektroluv
Enginers need some autocriticism, look at scenarios and keep attacks-assaults, look at the number of persons online plumping to 666 online one saturday at 18:10 in the european peak hour.

But i think it is late, the enginer community prefer sink the boat as captains than only beign a sailor, and reading people comments, looks like it is certainly proven.
To me the damage is already done, first with DoK and WP and now with this Enginer changes, took away too many classes fun and making them feel as useless for influence in the scenario and open rvr battlefield.

Enginers will not accept easy a tonedown, and even if developers wanna balance game (now it is not even close to be) the population will be hurt other time, in case it is done.

Re: [Feedback] Engineer / Magus Changes

Posted: Sat Dec 10, 2016 5:22 pm
by bloodi
Lektroluv wrote:Enginers need some autocriticism,
Do what you preach boy.