Yea this patch is good in general, i have said plenty of times in the past that each turret should provide a buff to its desired play style, what im disagreeing with is the dodge/disrupt bonus, as i have said the weakness to def engi is magic damage, now they have no weakness at all.Grunbag wrote: I agree with a lot of things you said . If we are talking for a one vs one (Mara/chopa/squig) a dad engi can win easily (not sure for squig now range from nerfed) . But on rvr wb or sc , aoe dmg of a def engineer is insignifiant for any good healer . I think this patch is good for many reasons : sniper got nerfed (10sec Cd) and many players asked for this .
Half-def grenadier lose the +40 % range they had with bombardment turret before so they have to move midrange .
Tinkerer got that's true a great dodge disrupt buff but they have now to be closer than ever to the enemy due to range debuff . To be more explicit : every destro that will stay more than 40 feets away from a tinkerer won't get any damage . It's easy then for any mdps to get out def engineer range or for any caster to stay far away from def engineer
By all means give def/tinker engi a nice def buff to fit that play style but to give them a buff to counter magic damage seems wrong when thats there only weakness.