Fire staff changes when?

    • Tell you what i would LOVE to see for a 3rd Q on fire, and an albion first.... PBAOE (point blank area of effect, for those not familiar with mmo terminology)

      Have a spammable ability (like frost 3rd Q cast time only) but instead of being ranged aoe, have the damage emit from the player themselves, and hit everything around for x meters.

      In true PBAOE fashion, this should be high damage, the trade-off for this being that you need to be in closer than a traditional ranged weapon, and are unable to target specific players.

      Who wouldnt love to see fire staffs spewing out waves of fire around them? im not talking about any crappy knockback fire wave ability either, that defeats the whole concept of a pbaoe, it needs to be spammable, and high damage.

      @Hellements could you make this suggestion for me? much love
    • Hey there.

      Devs would like to keep the weapons more different and this is why there is currently a lack of mobility for Fire Staffs.

      However, Fire Staffs have high burst damage and additional damage over time of effects as well as a few stationary abilities with large areas of effect. In any case, devs are always monitoring feedback and data, and there will be balance patches to make adjustments if necessary.



      - Hellements
    • Hellements wrote:

      Hey there.

      Devs would like to keep the weapons more different and this is why there is currently a lack of mobility for Fire Staffs.

      However, Fire Staffs have high burst damage and additional damage over time of effects as well as a few stationary abilities with large areas of effect. In any case, devs are always monitoring feedback and data, and there will be balance patches to make adjustments if necessary.



      - Hellements
      nice, good to know
    • Hellements wrote:

      Devs would like to keep the weapons more different and this is why there is currently a lack of mobility for Fire Staffs.

      However, Fire Staffs have high burst damage and additional damage over time of effects as well as a few stationary abilities with large areas of effect. In any case, devs are always monitoring feedback and data, and there will be balance patches to make adjustments if necessary.
      As a fire staff main, that seems reasonable to me.

      However, is the DoT from the firestaff first Q intended to not do damage if you continue to cast on people? I understand the damage not triggering every time a fireball hits (which is how curse works) as you can attack quick and that would be OP. But shouldn't the stacks still do their damage tick each second, even if you hit them with another Q? Another Q should simply increase the stack count (if not maxed) and reset the duration, but not reset the 1 second delay on damage.

      If high damage DoTs are part of the essence of the fire staff, why would attacking make your main DoT not do damage? Seems very unintuitive.

      The post was edited 1 time, last by FriendlyFire ().

    • FriendlyFire wrote:

      Hellements wrote:

      Devs would like to keep the weapons more different and this is why there is currently a lack of mobility for Fire Staffs.

      However, Fire Staffs have high burst damage and additional damage over time of effects as well as a few stationary abilities with large areas of effect. In any case, devs are always monitoring feedback and data, and there will be balance patches to make adjustments if necessary.
      As a fire staff main, that seems reasonable to me.
      However, is the DoT from the firestaff first Q intended to not do damage if you continue to cast on people? I understand the damage not triggering every time a fireball hits (which is how curse works) as you can attack quick and that would be OP. But shouldn't the stacks still do their damage tick each second, even if you hit them with another Q? Another Q should simply increase the stack count (if not maxed) and reset the duration, but not reset the 1 second delay on damage.

      If high damage DoTs are part of the essence of the fire staff, why would attacking make your main DoT not do damage? Seems very unintuitive.

      Hey there.

      The first Q not dealing damage over time while you continue casting on the same target is intended.



      - Hellements
    • Hellements wrote:

      Hey there.

      Devs would like to keep the weapons more different and this is why there is currently a lack of mobility for Fire Staffs.

      However, Fire Staffs have high burst damage and additional damage over time of effects as well as a few stationary abilities with large areas of effect. In any case, devs are always monitoring feedback and data, and there will be balance patches to make adjustments if necessary.



      - Hellements
      I'm wondering where Devs get these infos about Fire Staff = high burst damage.

      Did they even try to brimstone an 10+ men clap? It's a joke, you'll hit for 300-500 without an damnation hitting clap.

      Watchout battleboard, ppl barely using Fire in ZvZ, because there are a lot of better weapons like avalon bow, energy shaper.

      Fire Staff is outdated, the avalon update came and dawnsong failed miserably, people don't use it (just check market, it's a ghost place).

      Avalon bow = 40m range, more dps.
      Brimstone = 15m range lol, is it a melee weapon?
    • Hellements wrote:

      Hey there.
      The first Q not dealing damage over time while you continue casting on the same target is intended.

      - Hellements
      A weapons Q needs to be a reliable source of damage with no weird gimmicks or restrictions.
      This one gets a huge point for being overly restrictive without any substantial reasoning.

      Any elaboration on why this weird "fix" was chosen as a solution to the firemage GvG meta some years ago, while you could just tone down the damage?