sotora wrote:On-topic:
One of bigger problems with changes are:
- turrets still shooting through walls&obstacles. I know this is very old issue that won't be resolved anytime soon, but it became more of an issue due to changes. (I pity all light armor newcomers in T1).
On a completly personal opinion I also really don't like that game became more pew-pewy almost overnight as it was very ranged heavy even before.
Hopefully that is just temporary effect of a buffs&changes, but I guess we will see about that in future.
On-topic2, speculatory:
Engi&Magus definately needed boost, but in my newbie to War Online still opinion problem with Engi/Magus does not lie with range or damage, but rather that they are static classes in an pvp game that is about mobility. True fixing of those classes seems to me would be to make them more mobile rather than buff their "numbers".
While I agree to a point about topic 2, altering their mobility the wrong way basically just turns them into a SH rather than having classes fill unique roles. Stationary classes can be very important if done right, it's just something the players using that class need to learnt o adapt to.
If you think theyre a stationary class I would like to use an example from another PvP focused game I used to play, RF Online. There was a class called "Striker" who specialized in rocket launchers, which on their own only did half decent small AoE damage. Where they shined though was in the use of Siege Kits. They could whip out a Siege Kit which would make them completely stationary but boost their stats in various ways depending on the kit used. A couple examples are the Sniper Kit which gave you huge range and a big damage boost, but lowered firing speed. Another was a Rapidfire kit which shortened range and decreased damage but gave you insane fire speed (amazing for crit locking people to prevent heals), and then the more standard kits which gave you some range, some damage, and some defense. All Kits gave you access to special siege only skills which were, especially in sniper kit, capable of 1-2 shotting nearly anything.
They were the most desired DPS class for the faction that had Strikers, but there were a LOT of bad strikers who didnt seem to comprehend when it is and isn't a good idea to siege up (ie: when your force is giving ground and the enemy zerg is charging right at you....not a good idea to siege up and be unable to move).
Anyway, sorry bit of a rant about the game/class, but point is in comparison Engi and Magus are not stationary at all. They just dont go into a fight immediately being at full potential without properly building up and making wise choices for where to position themselves and when. BW/Sorc are much the same in that fashion, have to build up their mechanic to reach full power, and cant just charge into the middle of a battle without thinking.
It seems like a lot of engi/magus players have trouble dealing with that and want to just be at max power at all times and have the same mobility as a SW, but still be capable of way more damage in large-scale battles. But let's face it, even an SW has to play smart if they want to be good or they're going to get caught by melees, and they're not at full power either when being forced to kite in comparison to the old Festering Arrow builds that could practically 1 shot squishies, or even the 1s EE cast (pre-AP cost increase that nerfed it). Sure, they're better at kiting, but they're also not reaching their full damage potential either.