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The Magus/engi buff

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Azarael
Posts: 5332

Re: The Magus/engi buff

Post#91 » Mon Oct 10, 2016 8:08 pm

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.
Oh god, RF Online!

Compared to what that game was, we are truly blessed. Skillblast and Compound Skill - if you didn't have dodge, you were dead with one click. Yeah, that's an example of EXTREME mobility restriction to the point where no skill remains.

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warkaiser
Posts: 33

Re: The Magus/engi buff

Post#92 » Mon Oct 10, 2016 8:10 pm

Azarael wrote:
Griff wrote:Any ideas on what the alternative pet buffs might be?
For 3rd path, no idea yet.
For 2nd path, likely fuse reduction - DoTs have reduced duration and tick interval.
This, as well as the previous post which brought this, is awesome news. Rather than universal range buffs, offer real purpose to the different specs / builds that play very differently instead.

So weve got:

1) Sniper type build with big range

2) DoT build with faster heavier DoT damage

3) .... what about a more defensive / tank type of build. Sort of a melee-midrange AoE spec, which has (if possible to do) an increased radius on the range of improvised upgrades, and rather than a range buff they get something like a Toughness buff or some form of improved / additional CC? This would grant them a larger area to roam around in before losing their stacks, allowing them some mobility while dishing out damage with their cones and short range skills.

Penril
Posts: 4441

Re: The Magus/engi buff

Post#93 » Mon Oct 10, 2016 8:12 pm

Halhammer wrote:
All turrets or just the one that was destroyed?
Just the one destroyed, although I'm not 100% sure about self-destruct. Might've been all turrets in that case.
https://www.youtube.com/watch?v=2iH48vYm-8g

At around 1:30 he fights a SH and uses Self-destruct. No CD on his turrets.

ToXoS
Posts: 671

Re: The Magus/engi buff

Post#94 » Mon Oct 10, 2016 8:13 pm

Azarael wrote:
Griff wrote:Any ideas on what the alternative pet buffs might be?
For 3rd path, no idea yet.
For 2nd path, likely fuse reduction - DoTs have reduced duration and tick interval.
That's a really good idea imo.
The 3rd path (daemonology/tinkerer) is focused on very short to no range abilities.
Maybe the pet buffs for these paths should be some kind of aura which can buff the toughness of a group or something like that.

DeaDL0cK
Posts: 19

Re: The Magus/engi buff

Post#95 » Mon Oct 10, 2016 8:13 pm

The only change that need for the keg healing is to make the keg TARGETABLE and can be destroyed by players or pet.This will solve the problem of 2 kegs etc in sc and pvp partys.You will lose 2 or 4 sec to destroy their keg but it is a tactical play.About mobility on eng you have it with other gears that willl implement after in game.If you want dmg burst you stay still in your turret if you want to kite you still can do it but your target die with dot dmg and you use abilities that not require to standing still.Eng for my opinion is buffed right now he can solo kill everything i love his new range (again good healers cant die by 1 dps).

warkaiser
Posts: 33

Re: The Magus/engi buff

Post#96 » Mon Oct 10, 2016 8:14 pm

Azarael wrote:
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.
Oh god, RF Online!

Compared to what that game was, we are truly blessed. Skillblast and Compound Skill - if you didn't have dodge, you were dead with one click. Yeah, that's an example of EXTREME mobility restriction to the point where no skill remains.
As shitty as that game could be at times, I miss Chip Wars lol. My brother and I along with a friend used to run a 3 man Advent team where each of us was Race Leader, Strike team, and Supporter for the buffs and would just decimate the other forces to the point they stopped coming to chip wars when both of them combined couldnt do **** to stop us lol.

My bro and I actually used to Dev and GM for a private RF server a couple years back. What a **** hassle that was. Not just the game itself, but also the players. So yeah... I feel your pain here.

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Halhammer
Posts: 300

Re: The Magus/engi buff

Post#97 » Mon Oct 10, 2016 8:19 pm

Penril wrote:
Halhammer wrote:
All turrets or just the one that was destroyed?
Just the one destroyed, although I'm not 100% sure about self-destruct. Might've been all turrets in that case.
https://www.youtube.com/watch?v=2iH48vYm-8g

First fight against the Magus, he immediately uses Self-destruct. No CD on his turrets.
Well there's no CD on his self-destruct either... what version is this? I'm certain there was a CD on summon after self-destruct.

Edit: nvm that's cos he doesn't use self-destruct but redeploy

Edit2: OK, the CD is upon summoning a specific turret, 5 secs. Still not sure about self-destruct
Last edited by Halhammer on Mon Oct 10, 2016 8:35 pm, edited 2 times in total.
Halhammer - Gundoom - Vewywong et al. of DoE

Griff
Posts: 3

Re: The Magus/engi buff

Post#98 » Mon Oct 10, 2016 8:27 pm

warkaiser wrote: So weve got:

1) Sniper type build with big range

2) DoT build with faster heavier DoT damage

3) .... what about a more defensive / tank type of build. Sort of a melee-midrange AoE spec, which has (if possible to do) an increased radius on the range of improvised upgrades, and rather than a range buff they get something like a Toughness buff or some form of improved / additional CC? This would grant them a larger area to roam around in before losing their stacks, allowing them some mobility while dishing out damage with their cones and short range skills.
I like that idea for the 3rd one. Toughness/wounds possibly for both demon and caster so they can stand up front with tanks to use the close range abilities. Also makes rift a bit less suicidal in small groups.

EDIT to remove quote redundancy.

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Penril
Posts: 4441

Re: The Magus/engi buff

Post#99 » Mon Oct 10, 2016 8:37 pm

Halhammer wrote:
Edit2: OK, the CD is upon summoning a specific turret, 5 secs. Still not sure about self-destruct
Check his fight with SH at around 1:30 minutes.

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Halhammer
Posts: 300

Re: The Magus/engi buff

Post#100 » Mon Oct 10, 2016 8:43 pm

Yup. Could've sworn it had a CD.
Halhammer - Gundoom - Vewywong et al. of DoE

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