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Re: Rift and Magnet
Posted: Tue Dec 08, 2015 5:46 pm
by Renork
Mez wrote:So;
1. Rift doesn't disrupt
2. Rift pulls through walls/gates
3. Rift pu;;s with 0 limits on y-axis, where on live it barely pulled anything slightly above/below the caster's plane on the x-axis
4. Rift pulls people onto one another, causing enemies to get tangled for multiple seconds as they try and run through collision detection
And this is still ok?
No, you're right. There are many things that are wrong with the current rift situation. But, removing the ability without tweaking the class would be silly. I consider you a smart person, and I doubt you will deny that majority of people play/enjoy magus/eng. for the pulling capabilities. There is no "dps" spec in t3, the "dps" spec in t4 worked because of how op lotd items were.
Re: Rift and Magnet
Posted: Tue Dec 08, 2015 5:48 pm
by Renork
bloodi wrote:Nishka wrote:I guess it's better to ignore Renork. Hes posts say nothing but "IMA PRO RIFTBOTER U SUCK RIFTBOT 4EVA".
)
You are the one posting hilariously wrong statments about magus.
Nishka wrote:Lets try and see?

)
Lets not.
Mez wrote:And this is still ok?
Its not but what is your point? Disabling it?
Yeah, the guy that says pandemonium can be spammed is calling me a troll and telling people to ignore me
Ps. Learn how to read, I didn't play a riftbot exclusively. I enjoyed the potential burst that was
introduced thanks to lotd items.
Edit: As abo said, if you remove rift then there's no reason to play a magus or an eng. I'm actually leveling one again :> just in case they disable rift and tweak the damage~~ then I'll have my
real fun.
Re: Rift and Magnet
Posted: Tue Dec 08, 2015 5:50 pm
by Mez
land of the dead was good for all of us.
Re: Rift and Magnet
Posted: Tue Dec 08, 2015 5:53 pm
by Renork
Mez wrote:land of the dead was good for all of us.
I liked it. I know a lot of people hated it, but it made people actually not ignore my magus anymore. BoC/SVF/IFoC was something you could not ignore, and would definitely drop squishies if they didn't detaunt. But, the point is we don't have lotd here, and thus there is no good t3 spec for a magus other than rifting. Also, the cap is 31 here and not 39 like on live. There is no 3 second SVF here :>
Re: Rift and Magnet
Posted: Tue Dec 08, 2015 5:56 pm
by talissera
Oh crap, are you seriously talking about aoe magus damage? You can not overcome crit damage of sorcs because of backlash buff. Any other damage will be healed. How many seconds do you need to kill a target with your dots? How much heal per second has any healer?
In live in 2012-2013 most of time you hunted solo players, now you have warbands and parties. Next time when you start to discuss about damage, remember about more real circumstances. Like heal, guards and utilities.
Re: Rift and Magnet
Posted: Tue Dec 08, 2015 5:57 pm
by Renork
talissera wrote:Oh crap, are you seriously talking about aoe magus damage? You can not overcome crit damage of sorcs because of backlash buff. Any other damage will be healed. How many seconds do you need to kill a target with your dots? How much heal per second has any healer?
In live in 2012-2013 most of time you hunted solo players, now you have warbands and parties. Next time when you start to discuss about damage, remember about more real circumstances. Like heal, guards and utilities.
Thank you for posting this <3
Re: Rift and Magnet
Posted: Tue Dec 08, 2015 6:13 pm
by Luth
Sulorie wrote:TenTonHammer wrote:"friendly pull" could potentially turn it into a griefing tool
Pull all friendlies to ONE spot -> stuck, snare them and give no immunity, because it was a friendly pull. Sounds good to me!
Na, like i wrote the snare is applied to hostiles. Maybe the stuck problem could also be fixed, dunno if possible through server side coding.
Swtor has also a single target friendly pull and iirc this is a very helpful ability (at least it was when i played it).
Maybe it should also work only on group/warband and scenario group members.
The suggestion was only half-serious nonetheless, as i don't think any fundamental rift/EM change has a high chance for acceptance.
Re: Rift and Magnet
Posted: Tue Dec 08, 2015 6:30 pm
by Ninepaces
If we're going to talk about rift em it should just be about those skills, and not the rest of the role of the classes. Are these skills overpowered? Yes. I don't think anyone in 9 pages has said there shouldn't be a change of some kind.
***So the first action should be to disable these skills immediately***, before more damage is done to T3. Then, we can all have a long drawn out discussion on what remedies should be applied to the class to improve their utility in pug warbands and premades.
Re: Rift and Magnet
Posted: Tue Dec 08, 2015 6:35 pm
by bloodi
Ninepaces wrote:***So the first action should be to disable these skills immediately***, before more damage is done to T3. Then, we can all have a long drawn out discussion on what remedies should be applied to the class to improve their utility in pug warbands and premades.
A long dawn out discussion where we reach no agreement, nothing is done and meanwhile we have one class less in the game.
Re: Rift and Magnet
Posted: Tue Dec 08, 2015 6:37 pm
by Qrazy
Ninepaces wrote:
***So the first action should be to disable these skills immediately***,
I agree. And to make things fair for engi/magus, we should disable all abilities in that slot (14pt) for all classes while we try to find a resolution.