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
The obvious first one is cut the damage, and not by small cut...you wanna be king of long distance,ok, but not giving nothing in exchange and obiusly damage is a good start.
You can't give a 40% damage buff, and 40% range buff to a class which already had the longer attack in game 150 feet, a class which always use the argument of physical damage for get benefits in game and avoid talk about theyr advantages, when they know perfectly some dots are corporeal damage and the mitigation is quite diferent from physical one.
A class which can stack snipe+hollow points+corporeal dot and nearly kill one squishy target before he could even reach theyr much shorter abilities range and cast one of theyr abilitys (yeah i bet that is quite fun for those classes, and they will keep playing the unbalanced gameplay for you.. i wonder why many of them do not play theyr class, left game and prefer go play Day-Z for example)
Even the new disrupt + dodge buff is quite wrong, maybe for magical classes seems overpowered because they can't get theyr rotations on them and because they are geting disrupts each 1 or 2 spell's casts, but for SH and SW is even worse geting permanent dodges on classes which really havea neglectable lower damage output because they are real physical.
Gunturret should only give 40% damage, not any range buff. You wanna make damage? ok, but you will need to do it at a spot where you can die and and still risk lose range of shoting because other player run out of you.... like all the common mortals always did with a 3 sec cast ability, remember fester arrow? or the pathetic clone Poison arrer which nobody use? face the limitations of a 3 sec cast with hight damage, go into arena and test your luck of survive and use moral 2, before the other player run out of range, you have 50 feet more that those classes with 100 feet ability, more than enough diference for test your luck like other players always did.
Now lets compare why a enginer should never get a 32% dodge and disrupt buff, let's look at Blackguard a TANK class (the worst one by far, even after rearrange in central path) they have to spend 12 points for achieve a TACTIC (yes one tactic spot less) that grant them ONLY 30% disrupt and NONE dodge, in case you are up to 100% hate which they are always using and making hate fluctuate betwen lower numbers.
Other time we are talking about a class which bypass theyr role and goes into something they shouldn't be able to achieve stack serious amount of armour, heal himself and people around him with Keg Barrel for infinite more amount than blackguard does with theyr SELF non spameable healing aura which consume hate and weaken himself and finally watch how enginer buff himself for more disrupt amount than a TANK class (let's skip talking about dodge which the blackguard do not receive an inch) and all this withouth use the tactic slot the tank class needs to, nice isn't it?
I face staff member telling us everytime, if this class get's a nerf they will need to receive something in exchange... the truth is Squig Herder already got 4 fixes-nerfs which directly or indirectly ended in making them weaker, and didn't got anything in exchange. (so this sentence about something in exchange, must only affect some classes)
I will specify the nerfs-fixes in case you forgot them, because order still ask for more...(prolly order tanks love squig herders because Squigh is hiting them for 47hp dot ticks each 9 blocks and 15 dodges,while tanks can still hit them for 400 damage hits instead)
1- Kaboom was fixed making it stationary, and eliminating the back jump which gave you a small tool for acces hard to achieve spots and which was very good for a range class (on this one i can be almost agree because could achieve spots imposible to achieve for melee dps, not only hard to achieve, making it OP)
2- Fixing pet weapon DPS while other classes like enginer got a much lower reduction on weapon dps used by tourret ( 70% of dps made by the first weapon + dps of ranged weapon) making enginer dps around 72dps in tier 4.
The White lion pet is link to use a 2hand weapon making it too a theorical 72dps+ in tier 4.
Instead the Spiked or Gas Squig herder pet (the ones which people use the most) only receive a valour of range weapon ONLY.
Resulting in a 50% cut of the original pet damage while other classes lost around 28%, in a class which still has not magical damage dots (exploding arrer is a joke of ability 350 elemental damage over 9 seconds with 1050 BS lolololol... 50 hp dot ticks will lead the team to the victory) we didn't get nothing in exchange
3- NERF in spiked pet (YES NERF, THIS IS NOT A FIX) making the pet first go into a 65 feet range and after a minimal retouch into 80 feets range....remember the pet is facing targets such as enginer which use theyr abilities in 210 feet range, yes one more time enginer range buff is back to 40% buff, so the snipe + hollow points + corporeal dot damage almost kill your pet before even use an ability, and yes i seen my pets dieing before achieve one ability in caledor keep assault two days ago)
we didn't get nothing in exchange
4- Fixing theSquigh Herder pet autoattack while doing the channeling ability, yes it was a fix but indirectly ends in a nerf... other time the physical damage dealer got another hit and of course we didn't get nothing in exchange
I am not only talking for me, there are many people which is not happy with enginers range,damage and disrupt-dodge, there is other people which has mages or enginers and are happy with it of course, ok is theyr right to feel like class is nice now... but is far from beign balanced.
I could have been like them on LIVE servers when i played my Kotbs, but instead i always said the Kotbs was overpowered killing shamans removing theyr 3 blessings with 65 feet range and making damage in each spell removed, or looking at Witch elfs killing themselfs with an aura damage shield not mitigated which proced in all attacks not each 3 seconds like it is now,ignoring if they were range or a melee attack, and i said too the original resistances debuffs were too hight untill they were nerfed and made them change them.
Not because my enginer from live server died from chosens in no time with spiritual attacks and theyr hight resistances debuff...i said the auras were too powerfull when i rerolled into a kotbs and noticed the debuf was too hight for everyone.
Maybe because some people just want balanced fights against other players, not lolclass laughting them in keeps like yesterday in dragonwake with defensive enginers, just because defensive enginer can just stay there like herpes and beign unkillable.
The solutions is very simple, if you want damage the range buff must go, and if you want range your damage buff must go and the corporeal damage dots must go back to physical damage instead and face mitigation as they should.
If you wanna argue Mage is magical damage, and the reduction would affect them less, i am not agree your burst is much higher, hollow points and moral 2 are on your side and you have autoattack, which mage lacks, and still the disrupt amount on this game is higher and easier to achieve than dodge (i think both dodge and disrupt should be not that hight, but that is another story)