What are your proposals for engineer changes ? For the turret bonus what would you gives to each turret ? Please don't tell only there's a problem with engineers without giving some solutionsLektroluv wrote: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.
[Feedback] Engineer / Magus Changes
Re: [Feedback] Engineer / Magus Changes
Ads
- Panzerkasper
- Posts: 587
Re: [Feedback] Engineer / Magus Changes
Sometimes the solutions are very simple: Reduce the damage output.Grunbag wrote:What are your proposals for engineer changes ? For the turret bonus what would you gives to each turret ? Please don't tell only there's a problem with engineers without giving some solutionsLektroluv wrote: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
Impossible to make serious proposals until client control.Grunbag wrote:What are your proposals for engineer changes ? For the turret bonus what would you gives to each turret ? Please don't tell only there's a problem with engineers without giving some solutionsLektroluv wrote: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.
I am still of opinion that concept of static class simply does not fit Warhammer Online. If you buff such class to be somewhat viable in premades then it will disrupt pugs, orvr and non-strictly premade vs premade scenarios. If you stop it from disrupting then you will have weakest rdps in game.
Developers and most players seem to disagree with above, but it's what I believe to be true.
Real solution to engi/magus is class redesign and make it mobile (i.e. short range tanky/assault ranged class or something else, anything that unroots this class) and end up once for all with concept of static "live turret" class.
Re: [Feedback] Engineer / Magus Changes
First the granadier, played with instacast turret and redeploy can be played mobile.sotora wrote:
Developers and most players seem to disagree with above, but it's what I believe to be true.
Real solution to engi/magus is class redesign and make it mobile (i.e. short range tanky/assault ranged class or something else, anything that unroots this class) and end up once for all with concept of static "live turret" class.
Secondly I have a guild full of engies who love the "live turret" static engineer class.
It is an complete counter concept to SH, or SW.

Captain Lesti Ardisson - 3rd Bitterstone Thunderers.
Full Gallery of Dwarf Weapons and where to find them.
Howto - Reduce Lag, Crashes, Disconects.
Re: [Feedback] Engineer / Magus Changes
First - yes, but you're still tied to your turret and to be viable it needs this ridiculous dodge/disrupt buff.Glorian wrote:First the granadier, played with instacast turret and redeploy can be played mobile.sotora wrote:
Developers and most players seem to disagree with above, but it's what I believe to be true.
Real solution to engi/magus is class redesign and make it mobile (i.e. short range tanky/assault ranged class or something else, anything that unroots this class) and end up once for all with concept of static "live turret" class.
Secondly I have a guild full of engies who love the "live turret" static engineer class.
It is an complete counter concept to SH, or SW.
And secondly - yes I know plenty of people like playing "live turret" class. Amount of people liking it does not change the opinion magus/engi "live turret" IMHO simply don't fit into Warhammer Online game about postioning, mobilty, placement, range, etc because "rooted into ground class" will always be unbalanced. Either too strong for non-premade vs non-premade situations or too weak for premades.
- peterthepan3
- Posts: 6509
Re: [Feedback] Engineer / Magus Changes
Who cares about non-premade balance? Why should balance revolve around people not being in a group? I honestly struggle to fathom why.

Re: [Feedback] Engineer / Magus Changes
Premade and group is not the same thing. non-premade Scenario, Warband, casual group, small scale, duos, 3-4 mans, etc all are groups but often non-premades. So premade 6-man balance and group balance will not be same thing.
Besides I am simply presenting a problem - obviously many people care that is why you have constant whining about Magus/Engi. Reason is simple : most ROR population is not strictly playing in premades / premades content (like i.e. Caledor Woods sc).
Of course if that is not important (and thus is not a problem in first place) then simply my post will be ignored and "life will go on".
Besides I am simply presenting a problem - obviously many people care that is why you have constant whining about Magus/Engi. Reason is simple : most ROR population is not strictly playing in premades / premades content (like i.e. Caledor Woods sc).
Of course if that is not important (and thus is not a problem in first place) then simply my post will be ignored and "life will go on".
- peterthepan3
- Posts: 6509
Re: [Feedback] Engineer / Magus Changes
If you are in a group with other players, and are playing as a group, i.e. as you should be. - regardless of class composition/voice comms - you are a premade.
There are a lot of people complaining, yes, but why is it that the majority of these complaints seem to stem from pug play, and not premade play?
There are a lot of people complaining, yes, but why is it that the majority of these complaints seem to stem from pug play, and not premade play?

Ads
Re: [Feedback] Engineer / Magus Changes
actually and it's from when the changes happened i think (and said) that engi/magus are a very good counter to bw/sorc/sw/squig. Melee in the meanwhile counter engi/magus and bw/sorc/squig/sw coutner melee. (somewhat better working on order side due to rkd but you got the idea).Glorian wrote:First the granadier, played with instacast turret and redeploy can be played mobile.sotora wrote:
Developers and most players seem to disagree with above, but it's what I believe to be true.
Real solution to engi/magus is class redesign and make it mobile (i.e. short range tanky/assault ranged class or something else, anything that unroots this class) and end up once for all with concept of static "live turret" class.
Secondly I have a guild full of engies who love the "live turret" static engineer class.
It is an complete counter concept to SH, or SW.

- Panzerkasper
- Posts: 587
Re: [Feedback] Engineer / Magus Changes
Because the Engi/Magus weren't changed around premade play?peterthepan3 wrote:Who cares about non-premade balance? Why should balance revolve around people not being in a group? I honestly struggle to fathom why.

Who is online
Users browsing this forum: DoodleDee, ExplosiveSharts, kleinbuchstabe and 15 guests