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[Feedback] Engineer / Magus Changes

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Grunbag
Former Staff
Posts: 1881

Re: [Feedback] Engineer / Magus Changes

Post#51 » Sun Dec 11, 2016 12:38 pm

Lektroluv 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.
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 solutions
Grunbag - 40 - 33 Squig Herder
Skorri - 40 - 65 Engineer

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Panzerkasper
Posts: 587

Re: [Feedback] Engineer / Magus Changes

Post#52 » Sun Dec 11, 2016 1:42 pm

Grunbag wrote:
Lektroluv 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.
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 solutions
Sometimes the solutions are very simple: Reduce the damage output.
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sotora
Posts: 320

Re: [Feedback] Engineer / Magus Changes

Post#53 » Sun Dec 11, 2016 1:53 pm

Grunbag wrote:
Lektroluv 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.
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 solutions
Impossible to make serious proposals until client control.

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.

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Glorian
Posts: 5004

Re: [Feedback] Engineer / Magus Changes

Post#54 » Sun Dec 11, 2016 2:41 pm

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.
First the granadier, played with instacast turret and redeploy can be played mobile.
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.

sotora
Posts: 320

Re: [Feedback] Engineer / Magus Changes

Post#55 » Sun Dec 11, 2016 2:46 pm

Glorian wrote:
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.
First the granadier, played with instacast turret and redeploy can be played mobile.
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.
First - yes, but you're still tied to your turret and to be viable it needs this ridiculous dodge/disrupt buff.

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.

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peterthepan3
Posts: 6509

Re: [Feedback] Engineer / Magus Changes

Post#56 » Sun Dec 11, 2016 2:59 pm

Who cares about non-premade balance? Why should balance revolve around people not being in a group? I honestly struggle to fathom why.
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sotora
Posts: 320

Re: [Feedback] Engineer / Magus Changes

Post#57 » Sun Dec 11, 2016 3:33 pm

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".

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peterthepan3
Posts: 6509

Re: [Feedback] Engineer / Magus Changes

Post#58 » Sun Dec 11, 2016 3:57 pm

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?
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Tesq
Posts: 5713

Re: [Feedback] Engineer / Magus Changes

Post#59 » Sun Dec 11, 2016 4:00 pm

Glorian wrote:
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.
First the granadier, played with instacast turret and redeploy can be played mobile.
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.
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).
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Panzerkasper
Posts: 587

Re: [Feedback] Engineer / Magus Changes

Post#60 » Sun Dec 11, 2016 4:05 pm

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.
Because the Engi/Magus weren't changed around premade play?
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