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Re: Rift and Magnet
Posted: Tue Dec 08, 2015 6:45 pm
by Renork
bloodi wrote: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.
^ this. Besides, the suggestions I pointed out don't make the class "overpowered" by any means, the 20% damage increase is already there. Lash is not very powerful and doesn't work on stairs/hills/etc, swapping skills has been done before (BoC is a 3s cast), etc.
Re: Rift and Magnet
Posted: Tue Dec 08, 2015 6:48 pm
by Nishka
Qrazy wrote: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.
14pt Rift is broken => disable 14pt abilities for all classes.
You a former mythic dev, aren't you?

Re: Rift and Magnet
Posted: Tue Dec 08, 2015 6:58 pm
by Renork
Nishka wrote:Qrazy wrote: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.
14pt Rift is broken => disable 14pt abilities for all classes.
You a former mythic dev, aren't you?

Coming from the person that claims that magi are powerful, yet doesn't even know that our aoe dot has a 5s cooldown and tries to argue about it by pointing out an outdated wikipedia link?

Re: Rift and Magnet
Posted: Tue Dec 08, 2015 7:50 pm
by Ninepaces
Don't ignore the rest of my post.
Re: Rift and Magnet
Posted: Tue Dec 08, 2015 8:19 pm
by Renork
Ninepaces wrote:Don't ignore the rest of my post.
Having a discussion on how to improve magus/eng classes is very difficult. You will always have people that have played them in t1 that swear that the class is amazing. Then you will have players that have played them in every tier, pre and post lotd, that will tell you that both classes could use some adjustment. You can't simply disable rift and call it a day.
Re: Rift and Magnet
Posted: Tue Dec 08, 2015 8:53 pm
by Azarael
The biggest nerf to rift back on live was when they put it on the same timer as the knockdown
Confirm?
Re: Rift and Magnet
Posted: Tue Dec 08, 2015 9:02 pm
by Mez
it's not disabling, it's movement impairing, same as punt, pull, root, champ challenge. I don't think this change was made, at least from what I recall, and I played the crap out of this game.
Re: Rift and Magnet
Posted: Tue Dec 08, 2015 9:09 pm
by Mez
Renork wrote:Ninepaces wrote:Don't ignore the rest of my post.
Having a discussion on how to improve magus/eng classes is very difficult. You will always have people that have played them in t1 that swear that the class is amazing. Then you will have players that have played them in every tier, pre and post lotd, that will tell you that both classes could use some adjustment. You can't simply disable rift and call it a day.
You can disable it until it's fixed, am I right? That's the LEAST that could be done. Why argue against THAT?
Watch the warrior priest on the right get pulled 30 feet in this video (starts at 2:27 in Eataine). Rift is bugged, broken and un-nerfed in RoR. We cannot even have an honest discussion about the ability until at LEAST it is working.
https://youtu.be/Ut00PSV3cPY?t=2m26s
Re: Rift and Magnet
Posted: Tue Dec 08, 2015 9:16 pm
by Bozzax
Azarael wrote:The biggest nerf to rift back on live was when they put it on the same timer as the knockdown
Confirm?
Producer's Letter - Jeff Skalski
http://warhammer.gamepressure.com/news.asp?ID=107
1.30b
- Increased Duration of Disable Immunities - Immunities for the disable family of CC (knockdown, stun, disarm, and silence) will have their immunity timers increased from 6 times the effect duration to 10 times the effect duration. In other words, if you are stunned for three seconds, in 1.3 you would have an 18-second immunity. With this change, that same immunity would be 30 seconds.
- Root Immunity and Knockback/Pull Immunity Combined - We're rolling root immunity and knockback/pull immunity together into a single "movement immunity" effect. This immunity will remain for 30 seconds, and will prevent you from things such as being pulled in, then immediately rooted in place, making it a much more tactical decision about whether it's better to stop an enemy in place or move them around.
Re: Rift and Magnet
Posted: Tue Dec 08, 2015 9:18 pm
by talissera
Mez wrote:Renork wrote:Ninepaces wrote:Don't ignore the rest of my post.
Having a discussion on how to improve magus/eng classes is very difficult. You will always have people that have played them in t1 that swear that the class is amazing. Then you will have players that have played them in every tier, pre and post lotd, that will tell you that both classes could use some adjustment. You can't simply disable rift and call it a day.
You can disable it until it's fixed, am I right? That's the LEAST that could be done. Why argue against THAT?
Watch the warrior priest on the right get pulled 30 feet in this video (starts at 2:27 in Eataine). Rift is bugged, broken and un-nerfed in RoR. We cannot even have an honest discussion about the ability until at LEAST it is working.