Balance Changes - Into The Fray

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    • Balance Changes - Into The Fray

      Bows
      To make Lucent Hawk feel more fluid, the initial buff activation has been eliminated. Instead, the first arrow is shot directly.
      • Lucent Hawk (Mistpiercer):
        • No longer requires buff activation as first step; instead, activating the ability now directly shoots the first arrow
      Cursed Staffs
      Two new abilities added: Anguished Soul and Cursed Tar. For Demonic Staffs, Field of Death has been replaced with Anguished Soul, which summons a ghostly creature that fears enemies. Cursed Tar is a new Q-slot ability which places cursed areas on the ground, applying Vile Curse Charges. Cursed Beam is now more threatening in PvP as it consumes Vile Curse charges more slowly and has increased guaranteed base damage. Grudge damage now depends on how quickly the ally attacks, so it works with all auto-attack speeds and has additional depth. Various other improvements and adjustments have also been made to make these staffs feel more polished.
      • Hit and Run (Passive, all Cursed Staffs):
        • Spell activations needed: 4 → 6
      • Vile Curse (all Cursed Staffs):
        • Hit Delay 0.2s → 0.4s
      • New Q-slot Ability: Cursed Tar (all Cursed Staffs):
        • Create a Cursed Tar puddle with a 2.5m radius at target location lasting 4s
        • Slows all enemies in the puddle by 10%
        • Applies one Vile Curse Charge every second
        • Cooldown: 3s
      • Cursed Beam (all Cursed Staffs):
        • Vile Curse Stacks are now removed every second tick
        • Channel Duration: 4.5s → 3s
        • Damage with 0 stacks: 36 → 48
        • Damage with 1+ stacks: 72 → 68
        • Cast Range: 11m → 13m
      • Grudge (all Cursed Staffs):
        • Grudge hit effect delay: 1s → 0s
        • The Grudge effect now stacks on the ally every 0.5s
        • Each auto-attack consumes all stacks
        • Grudge Stacks 0 / 1 / 2 / 3 / 4 = Damage 10 / 20 / 40 / 70 / 120
        • This means Grudge triggers with all Attack Speed builds, but damage is diminished if the attack interval is too fast
      • Death Curse (One-handed Cursed Staff):
        • Death Curse Debuff is no longer cleansable
        • Hit Delay for Projectile: 0.4s → 0.15s
      • Replaced the ability Field of Death (Demonic Staff) with a new E-slot Ability, Anguished Soul:
        • Send an Anguished Soul in targeted direction, passing through all enemies
        • Deals 175 magical damage
        • Any enemy hit will be feared for a duration based on the amount of Vile Curse Charges on them
        • Vile Curse Charges: 0 / 1 / 2 / 3 / 4 = Fear Duration: 0.4s / 0.8s / 1.2s / 1.6s / 2s
      Daggers
      Even after its most recent buff, Demonfang still struggled to compete with other weapons. To make it more effective as an assassin weapon, its Damage over Time effects have been removed, and instead its damage now applies instantly. The self-Bleed is now also only triggered on the third activation, which increases the incentive to attempt 1-2 hits and allows the caster to attempt two activations even when low on health. Various adjustments have also been made to make aiming and hitting opponents more reliable.
      • Blood Ritual (Demonfang):
        • Hit Delay: 0.3s → 0.15s
        • Instant Damage: 100 → 140
        • Fixed AoE Escalation
        • Removed the DoT Damage on enemies
        • The Self Damage is now only applied after the third cast
        • Self DoT Base Damage: 12 → 60
      Fire Staffs
      Pyroblast is now a channeled skillshot that rewards positioning and timing. Ignite has been replaced with a new ability: Flame Blast. And Infernal Staff's Contagious Fire has been replaced with Combustion, which ignites an enemy, leaving behind a flaming trail that silences. The Burn effect of Fire Bolt now triggers sooner, increasing the damage output if the same target is hit multiple times. Flame Pillar now deals significantly more damage on a higher cooldown (15s). If at least one enemy is hit, however, the cooldown is reduced back to 10s. Various other improvements and adjustments have also been made to make these staffs feel more polished.
      • Fire Bolt (all Fire Staffs):
        • Burn Damage over Time Delay: 1s → 0.3s
        • Hit Delay: 0.2s → 0.12s
      • Burning Field (all Fire Staffs):
        • Hit Delay: 0.1s → 0.15s
      • Removed the ability Ignite (all Fire Staffs)
      • Added a new W-Slot ability, Flame Blast (all Fire Staffs):
        • Select a target (Ally, Enemy, Self) - after 1.6s an explosion occurs around the target, dealing 150 magical damage to all enemies in a 5m radius.
        • If the main target is an enemy they also take an additional 45 magical damage immediately.
      • Wall of Flames (all Fire Staffs):
        • Standtime: 0.6s → 0.4s
      • Fire Wave (all Fire Staffs):
        • Fire Wave area Duration: 0.8s → 1s
      • Fire Ball (all Fire Staffs):
        • Renamed the ability to Raging Flare
        • Cast Range: 18m → 22m
        • Instant Damage: 124.63 → 135
        • Projectile Speed increased by 10%
      • Fire Artillery (all Fire Staffs):
        • Hit Delay: 0.1s → 0s
        • Projectile Hit Delay: 0.5s → 0.2s
      • Pyroblast (One-handed Fire Staff) has been completely reworked:
        • Pyroblast is charged while channeling for up to 2s (can aim while channeling)
        • Deals magical damage in a 4m radius upon impact with an enemy, dependent upon the length of the channel
          • Charge Up: 0.5s / 1s / 1.5s / 2s = Damage: 240 / 280 / 320 / 360
          • (Previous Pyroblast instant Damage: 300)
        • If channeled for the full duration, the Pyroblast also knocks targets back 2.5m
      • Flame Pillar (Great Fire Staff):
        • Damage: 184 → 218
        • Cooldown: 10s → 15s
        • If at least one enemy is hit the cooldown is reduced to 10s
        • Energy Cost: 13 → 9
        • Hit Delay: 1s → 0.8s
      • Removed the ability Contagious Fire (Infernal Staff)
      • Added a new E-slot Ability, Combustion (Infernal Staff):
        • Ignite the targeted enemy, dealing 143 magical damage over 5s
        • After a short delay, the burning enemy leaves a continuous fiery trail that lasts 4.6s
        • Deals 28 magical damage vs. players / 26 magical damage vs. mobs every 0.5s
        • Enemy players on the trail are silenced
      Hammers
      Forge Hammers have been underrepresented recently. Their low cooldown and moderate damage on each hit in giant form meant it was too easy for enemies to evade the effect area. Therefore, Giant Smash now also knocks enemies into the air and deals more damage, making the ability more threatening and making it easier to stick to targets. To offset this buff, the cooldown between each Smash has been increased. The cooldown of Threatening Strike has been reduced further to provide a better Q-slot option for a bruiser tank, which synergizes with Giant Steps.
      • Threatening Strike (all Hammers):
        • Hit Delay 0.4s → 0.1s
        • Standtime: 0.4s → 0.1s
        • Cooldown: 3s → 2s
      • Giant Steps (Forge Hammers):
        • Giant Smash:
          • Cooldown: 1.2s → 3s
          • Now knocks players airborne for 0.6s
          • Damage: 75 → 110

      Holy Staffs
      Healing Staffs no longer have a 50% damage reduction on the staff. Smite has been reworked for a more enjoyable solo PvE / PvP experience, and it is now possible to move while channeling Holy Beam, albeit at a reduced speed to allow for counterplay. Desperate Prayer's Healing Output has been increased and if used above the 40% health threshold it now also gives the caster a buff that increases Healing Output, creating an incentive to use the ability above the threshold. Various other improvements and adjustments have also been made to make these staffs feel more polished.
      • Base Stats (all Holy Staffs):
        • Removed the 50% Damage Reduction
      • Smite (all Holy Staffs) has been completely reworked:
        • Smite all enemies at the targeted location, dealing magical damage in a 2.5m radius
        • The next time any enemy hit takes damage within the next 3s, they will take an additional magical damage
        • Hitting at least one enemy will reduce this ability’s cooldown by 50%
      • Sacred Pulse (all Holy Staffs):
        • When used against mobs, they are now knocked into the air rather than knocked back
      • Holy Beam (all Holy Staffs):
        • The caster can now move while channeling, with 30% reduced movement speed
      • Desperate Prayer (One-handed Holy Staff):
        • Heal Value below 40%: 200 → 220
        • Heal Value above 40%: 82 → 100
        • Additionally, if Desperate Prayer is cast on a target above 40% health, the caster receives a buff which increases Healing Cast by 5% for 15s (stacks up to 3 times)
        • Energy Cost: 15 → 12
      • Holy Touch:
        • Heal per Tick: 55 → 59
      • Celestial Sphere:
        • Base Heal: 60 → 85
        • Healing the same target twice no longer increases Healing Output
        • Initial Hit Delay: 0.4s → 0.15s
      Nature Staffs
      Healing Staffs no longer have a 50% damage reduction on the staff. The solo PvE / PvP experience has been improved, with a reworked Thorns spell and a new Brambleseed spell that knocks enemies airborne. Rejuvenating Mushroom has been replaced with the new Rejuvenating Flower multi-part spell: Grow multiple flowers on the ground that can be picked up and thrown to a specific spot to provide instant healing and Rejuvenation stacks. Revitalize is now on a much shorter cooldown, and is limited more by energy cost than by cooldown, to make it more useful in PvP and provide higher single-target healing output to compete with Holy Staffs in group PvE. Various other improvements and adjustments have also been made to make these staffs feel more polished.
      • Base Stats (all Nature Staffs):
        • Removed the 50% damage Reduction
      • Thorns (all Nature Staffs) has been completely reworked:
        • Conjure Thorns with a 3m radius at the targeted area, lasting 4s
        • Deals magical damage and applies one Thorns Charge to all enemies within the area every 0.5s (stacks up to 5 times)
        • Slows by 25%
        • The ability goes on cooldown if you either cast it the maximum of 3 times or don't recast it for 3s
        • Thorns Charges can be consumed by your normal attacks and deals additional magical damage
      • Removed the ability Rejuvenating Mushroom (all Nature Staffs)
        Added a new Q-slot Ability: Rejuvenating Flower (all Nature Staffs):
        • Plant a magical flower at the targeted position, lasting 20s; the flower grows stronger over time
        • Collecting the flower gives you the ability to throw it at a targeted location; on impact it heals and applies Rejuvenation Charges on up to 5 allies within a 3m radius based on grow time (only the caster can collect the flower)
        • Grow Time: 0s / 2.5s/ 5s = Heal: 17 / 41 / 70 = Rejuvenation Charges: 1 / 2 / 3
      • Added a new W-slot Ability: Brambleseed (all Nature Staffs):
        • Throw seeds along a 16m line in targeted direction, dealing 54 magical damage
        • After a 1s delay, brambles grow along the line, dealing 162 magical damage
        • Throws all enemies hit in the air for 0.71s
      • Revitalize:
        • Cooldown: 15s → 7s
        • Channel Duration: 4.5s → 3s
        • Energy Cost per Tick: 6 → 9
      • Living Armor (Great Nature Staff):
        • Cast Time: 1s → 0s
        • Cooldown: 25s → 15s
        • Duration: 8s → 4s
        • Heal Value on each hit: 27 → 40
        • Can no longer be stacked from multiple casters
      • Ruthless Nature (Blight Staff)
        • Renamed the ability to Elevated Nature
      Spears
      Glaive has consistently been very strong in 5v5 Crystal League, due to its threatening kidnap potential and high sustain damage. To make it less oppressive, the Fling distance has been adjusted and the cooldown of Harpoon increased. This change on the Q and W abilities doesn't affect other spear lines' base gameplay as much as other changes would (e.g. reducing Q damage).
      • Harpoon (all Spears):
        • Cooldown: 15s → 20s
      • Fling (Glaive):
        • Pull Distance: 10m → 7m
      Swords
      Dual Swords have continued to underperform since their latest rework. To improve their abilities’ utility and damage output, Heroic Charges are no longer consumed with use. These stacks help players keep up with targets with the move speed boost, and the increased auto-attack speed synergizes with the attack damage buff at the end of Spinning Blades.
      • Spinning Blades (Dual Swords):
        • No longer consumes Heroic Charges
      War Gloves
      Fleet Footwork's second ability had been too situational to be reliably useful, and the reduced damage output for using it once was a big drawback. To make it more effective and fun to use, it is now a ground target dash that provides an auto-attack damage buff. This buff ensures that damage output doesn’t drop too much when using the second ability. Spiked Gauntlets had been too oppressive in large scale fights when stacked. To discourage this stacking, enemies can only be hit once per second by the effect. Ravenstrike Cestus had also been dominant in large scale fights, so its damage output has been reduced to offset the often high AoE Escalation due to its large radius.
      • Fleet Footwork (all War Gloves):
        • Kick:
          • Step can now always be used as a follow-up, even without hitting an enemy first
          • Damage: 50 → 64
          • Slightly increased Hitbox
        • Step:
          • Range: 5m → 7m
          • No longer requires a target; it is instead a ground target Dash
          • Increases Attack Damage by 100% for 5s
          • Removed the Damage Reduction during the quick Step animation
      • Gravitational Collapse (Spiked Gauntlets):
        • Enemies hit become immune to being hit by another Gravitational Collapse for 1s
      • Earth Crusher (Ravenstrike Cestus):
        • 0 Charge Damage: 188 → 160
        • 1 Charge Damage: 200 → 170
        • 2 Charge Damage: 212 → 180
        • 3 Charge Damage: 224 → 190


      Misc
      • Self Healing Sickness Duration: 60s → 120s


      Corrupted Dungeons
      With the overhauled Magic Staffs, we want to make solo Healers feel powerful again, but we also don’t want out-sustaining strategies to dominate Corrupted Dungeons.
      • Healing Reduction inside Corrupted Dungeons: 20% → 30%
      • Casting any Holy or Nature Q-slot Healing spell inside Corrupted Dungeons reduces caster's damage by 50% for 60s

      The post was edited 3 times, last by Retroman ().

    • The mist piercer "buff" does not feel like a buff more like a nerf

      since the first cast would be the full 0.6 sec duration with morgana cape interaction
      compared to the current interaction where cast E buff would proc morgana cape and we get the full cast speed buff for every shot

      please consider not changing mist piercer it is fine the way it is
      The Tank Who Bonks
    • Cursed Staffs
      • Removed the ability Field of Death (Demonic Staff)
      • Added a new E-slot Ability: Anguished Soul (Demonic Staff)
        • Send an Anguished Soul in targeted direction, passing through all enemies.
        • Deals 175 magical damage.
        • Any enemy hit will be feared for a duration based on the amount of Vile Curse Charges on them.
        • Vile Curse Charges: 0 / 1 / 2 /3 / 4
        • Fear Duration: 0.4s / 0.8s / 1.2s / 1.6s / 2s
      Why are you guys reworking Field of Death?
      It was not a bad skill, it just needed a slight buff, something like "the effect remains 2s or 3s for characters who get damaged in the AoE, and reveals invisible enemies on every tick."

      Field of Death is fun to use and master, it can counter Self-Healing builds, weaken AoE Heals, with good reflexes can counter Invisibility + Burst builds.
      Field of Death is both viable in 1v1 and 1vX, the only wrong part about the skill is Inconsistency.

      And now this "Anguished Soul" will convert the Demonic Staff in a generic Projectile + CC, that is not fun, this game has enough projectile + CC already.

      I'm very angry about this change, I hope the balance team reconsiders "reworking" a skill that only need a consistency buff.
    • Why did you nerf fire where it needed buffs? You fixed dot delays, good. But Fire needed more mobility and less cast times with the insane amount of skill shots we have.

      The rework to Pyroblast only improves it in ZvsZ but nerfs it in 1vs1. 2 second channeled skill shot?! That completely kills the spell in small group pvp. Everyone will just Zerg the fire mage.

      On top of this you’ve slowed down searing pain more and caused more stationary delays in fire wave.

      I don’t understand what meta SBI has for fire. Do you want it to be a stationary tank turret? Because that’s what it seems… and that’s why no one plays or takes it seriously outside of ZvsZ. It’s not fun to get zerged as a caster and that has cast times to do damage.

      There is absolutely ZERO ways Fire can kill a running target. Now we suck more in small group pvp and will have to do with more cheese in ZvsZ.

      I think SBI owes an explanation to the fit they intend for fire. No one asked for any of these changes.

      Make the class a mobile run and gunner without the use of slows. Give speed boosts for successful skill shot hits.

      Coming from a 1-Hand Fire Staff user that has 1 mill+ infamy.

      The tree doesn’t require drastic changes to its current to give much needed quality of life changes in the current meta. We really don’t need another wild fire staff scenario. No one asked for those cheesy shinanigans.

      -Searing Flame - with the deserved nerfs to range and speed, this should become a instant cast. It’s a skill shot on a 3 second timer, there’s now no reason for a cast time. What’s the point of a skill shot with a cast time? To warn every enemy to change direction to dodge on top of an even easier to dodge projectile with the reduced speed.

      - Burning Field - Great spell, change to range to 18 yards. Currently has a cast time with a 4 second cool down. Makes no sense to limit its range with the cast times and CD’s.

      -Firebolt - Increase this range to 15 yards and/or the Dot needs to not reset (currently it’s effectively negating all dot damage if you spam firebolt) on additional application. This is ridiculous. It always has been ridiculous. If you cast and land 5 of these in pvp on the same target it should be hurting a ton from both dots and direct. We instead turn into a lame Curse mage with far less mobility and ultra vulnerable to interrupts while desperately maintaining a 5 X dot stack for this.

      Ignite - needs a mild slow applied regardless of enemy health; the complete lack of utility for targets above 40% is questioning why it’s in the utility slot. Keep rest as is.

      Wall of Flames - This is good. However, I believe damage could be boosted and CC reduced. This is *massive* dps loss when compared to what you’re giving up on the W. I’d say switch to 2x fear limit but triple the damage. Punish people who want to get through because they are able to now. To be honest, it’s current endless fear is really cheesy.

      Fireball - maybe the only spell that actually needs a full rework. I honestly don’t know where to start with this spell… because no one uses it as it makes no sense. You might as well use fire wave / flame wall in nearly every pvp and pve scenario. I always thought this should be reworked into low to medium damaging targeted 15 meter ranged spell with a 1.0 second cast time that would blow every enemy team mates back (no damage) from the target 7-10 meters. A separator at range. ‘Big Bertha Blast’

      Flame Wave - Increase blow back to at least 10 meters. What the hell is this 4 meter crap? Lag and the animation literally has the enemy standing right where they were and not being blown back. The blow back is seemingly an after thought of this spell when used. Doesn’t CC mitigation make this even less than a 4 meter blow back too?

      Pyroblast - Please for the love of god extend to 18 meters. This is a 1.5 second cast time with a 13 meter range. It simply does not make sense.

      Fire Artillery - I believe this is in good shape for its purpose.

      Wildfire Staff - Seems to be OK after the nerfs. I’d gladly get rid of it entirely for these changes.

      TLDR: The general meta I’m trying to convey: Low range spells should not have cast times. Long range spells should have cast time. Skill shots should not have cast times unless they are AOE.

      Currently mages generally have low range spells with cast times. It simply doesn’t work and why most everyone does not enjoy playing the fire tree even if the DPS is good. It’s just awkward and we’re usually brought in for cheese spells. It’s just not fun.

      Look at the representation of fire in CD’s hell gates, arena and crystal league. The role SBI has railroaded fire into does not work. It screams that there is a balance developer who cannot get over the fire kite days, even though the games meta has shifted and that build has been nerfed 3 times since then. We’re only here for our E spell abilities and wall of flames. It’s sad.

      The post was edited 2 times, last by BurnsidePDX ().

    • should a dps class with super high Dps with decent AoE damage have mobility?

      not every weapon need to be a frost or a bow you know

      they double down on the heavy damage that fire has in exchange for mobility
      this goes the same for curse

      which is totaly diffrent play style than the long range poke of bow and hit and run of frost
      you say kill it in Small group PvP? the only thing i see this killing is solo gameplay mainly corrupted dungeons cause now fire has stronger damage to follow up on CC

      in small scale fire fills the role of Turret.
      it does not need 15 m range when it hits so hard with Q. then bows who suppose to be king of long range with those weak autos would not have a place
      fire already deals insane damage for a mid range carry making it long range or mobile like frost or bow needs some compensation

      also fire have been receiving nothing but buffs as of late. buffs which double down on that heavy hitting watch the world burn fantasy. it does need a mobility, CC or range buff
      let bows have the range advantage and frost have the CC advantage
      The Tank Who Bonks
    • That added stand time for searching flame is no sense, as it is already nerfed in range and speed. This nerf is now eliminating all firestaff in corrputed dungeon, even now it is not strong. Cast time+Stand time, no sense at all.

      The post was edited 2 times, last by hgggk ().

    • The_Support_God wrote:

      should a dps class with super high Dps with decent AoE damage have mobility?

      not every weapon need to be a frost or a bow you know

      they double down on the heavy damage that fire has in exchange for mobility
      this goes the same for curse

      which is totaly diffrent play style than the long range poke of bow and hit and run of frost
      you say kill it in Small group PvP? the only thing i see this killing is solo gameplay mainly corrupted dungeons cause now fire has stronger damage to follow up on CC

      in small scale fire fills the role of Turret.
      it does not need 15 m range when it hits so hard with Q. then bows who suppose to be king of long range with those weak autos would not have a place
      fire already deals insane damage for a mid range carry making it long range or mobile like frost or bow needs some compensation

      also fire have been receiving nothing but buffs as of late. buffs which double down on that heavy hitting watch the world burn fantasy. it does need a mobility, CC or range buff
      let bows have the range advantage and frost have the CC advantage
      Yeah, great theory except numbers clearly indicate there is no one significant is playing fire even with all this dps.

      Cloth caster dps that is dependent on range, cast times and turreting has no place in pvp. You’re a liability to your team.

      Fire also cannot kill a target that is running away or is actively trying to avoid being hit by you. Every dps spell the fire mage uses literally roots him to the ground. That’s just bad game design in a full loot pvp game for a dps class. It’s why no one plays the the class outside of ZvsZ; it’s not fun being a predictable liability.

      The representation of Fire mages clearly indicate the design is broken. No one ‘fears’ fire dps because it’s easily avoidable.

      I’m shaking my head all these posts I see from devs going ‘swords / daggers / spears is still under performing in xxx content’. Fire literally has next to ZERO representation in any of this content and it’s A-OK.

      ‘We know you have all these issues being a threat to anyone that actually moves so…. we’ll give more DPS though… here’s a TWO second CHANNELED SKILLSHOT on a 13 YARD yard spell as your Pyroblast complete rework’. If the sarcasm didn’t allude you it already, that’s a huge nerf to Pyroblast that was our nuke of choice in small scale combat.

      The post was edited 2 times, last by BurnsidePDX ().

    • and yet reg bow with turret play style and frost with cast speed E morgana cape turret has a place?
      even 1h crossbow and bolt casters with the broken range Q and E has a place and they have no mobility like fire

      frost Q3 spam and reg bow has been receiving nerf after nerf
      in multiple areas i might add

      1h cross bow and bolt casters have remain consistent

      fire has been getting buff after buff and almost every time they were introduced they had to be nerfed after.
      new fire Q3?
      rework wild fire?

      if you dont understand where the turret play style is strong at or dont understand how it works you would always see mobility as king in this game
      why you have to bring purge against reg bow and frost?
      why crossbow and boltcasters can one tap someone?

      fire does not play like the above examples because they have issues with landing Their Hard hitting spells which on average deals 15% more damage
      so pairing them with A CC tank would make the most of their advantage than other weapon lines.

      this is why in ZvZ and small scale clap comp teams fire is one of the hardest hitting dps. aka brimstone
      this was proven true when they reworked wild fire and made it too strong by accident and even the reworked dawn song now see play with large AoE heal denial
      The Tank Who Bonks
    • The_Support_God wrote:

      and yet reg bow with turret play style and frost with cast speed E morgana cape turret has a place?
      even 1h crossbow and bolt casters with the broken range Q and E has a place and they have no mobility like fire

      frost Q3 spam and reg bow has been receiving nerf after nerf
      in multiple areas i might add

      1h cross bow and bolt casters have remain consistent

      fire has been getting buff after buff and almost every time they were introduced they had to be nerfed after.
      new fire Q3?
      rework wild fire?

      if you dont understand where the turret play style is strong at or dont understand how it works you would always see mobility as king in this game
      why you have to bring purge against reg bow and frost?
      why crossbow and boltcasters can one tap someone?

      fire does not play like the above examples because they have issues with landing Their Hard hitting spells which on average deals 15% more damage
      so pairing them with A CC tank would make the most of their advantage than other weapon lines.

      this is why in ZvZ and small scale clap comp teams fire is one of the hardest hitting dps. aka brimstone
      this was proven true when they reworked wild fire and made it too strong by accident and even the reworked dawn song now see play with large AoE heal denial
      Thanks for making my point.

      No plays fire outside of ZvsZ because it’s near useless and we’re taken for cheesy E spells.

      Bows have largely instant casts and frost has slows.

      Fire does not have instant casts, it has skill shots with relatively low range and no slow or speed boost. When you damage you literally CC yourself.
    • First off very nice changes to magic staffs, effects and visuals look great all around!!!

      I do have 2 concerns with pyroblast though.

      First concern is that when you cancel the cast it still fires the projectile. This is very bad for small scale scenarios/1v1. A big part of playing fire staff in corrupted dungeons is starting the e cast and then cancelling it so you bait an enemy defensive. Without this you would just kill yourself on an enemy reflect.
      What I think needs to happen is that when you cast e you can either fire it early by pressing e again or right click away to competely cancel the cast.


      Secondly the projectile isnt very good. Slow turn rate while aiming, slow projectile and small hitbox. One or more of these aspects need to be improved for it to be viable in small scale/1v1. I think most important is the aiming speed while casting, shouldnt be this slow. Maybe the projectile should become wider with longer cast too. Not sure if this is how it is now
    • BurnsidePDX wrote:

      The_Support_God wrote:

      should a dps class with super high Dps with decent AoE damage have mobility?

      not every weapon need to be a frost or a bow you know

      they double down on the heavy damage that fire has in exchange for mobility
      this goes the same for curse

      which is totaly diffrent play style than the long range poke of bow and hit and run of frost
      you say kill it in Small group PvP? the only thing i see this killing is solo gameplay mainly corrupted dungeons cause now fire has stronger damage to follow up on CC

      in small scale fire fills the role of Turret.
      it does not need 15 m range when it hits so hard with Q. then bows who suppose to be king of long range with those weak autos would not have a place
      fire already deals insane damage for a mid range carry making it long range or mobile like frost or bow needs some compensation

      also fire have been receiving nothing but buffs as of late. buffs which double down on that heavy hitting watch the world burn fantasy. it does need a mobility, CC or range buff
      let bows have the range advantage and frost have the CC advantage
      Yeah, great theory except numbers clearly indicate there is no one significant is playing fire even with all this dps.
      Cloth caster dps that is dependent on range, cast times and turreting has no place in pvp. You’re a liability to your team.

      Fire also cannot kill a target that is running away or is actively trying to avoid being hit by you. Every dps spell the fire mage uses literally roots him to the ground. That’s just bad game design in a full loot pvp game for a dps class. It’s why no one plays the the class outside of ZvsZ; it’s not fun being a predictable liability.

      The representation of Fire mages clearly indicate the design is broken. No one ‘fears’ fire dps because it’s easily avoidable.

      I’m shaking my head all these posts I see from devs going ‘swords / daggers / spears is still under performing in xxx content’. Fire literally has next to ZERO representation in any of this content and it’s A-OK.

      ‘We know you have all these issues being a threat to anyone that actually moves so…. we’ll give more DPS though… here’s a TWO second CHANNELED SKILLSHOT on a 13 YARD yard spell as your Pyroblast complete rework’. If the sarcasm didn’t allude you it already, that’s a huge nerf to Pyroblast that was our nuke of choice in small scale combat.
      THIS in an absolute nutshell! couldn't have put the point any better, thank you! <3

      The real kicker is that while the most obvious single spell fix would have been to give FIRE staffs a SLOW in Burning Field, so that they could actually gain utility outside of ZvZ, they have given that SLOW to Nature staffs instead in Thorns... it takes the absolute biscuit!

      PLEASE give fire a high percentage short duration SLOW (50% / 1sec) on hit to Burning field, so that Fire has at least some utility outside of ZvZ.

      Thank You! <3
      50%-1sec SLOW to 'BURNING FIELD' on hit.
    • Yet fire is not good in anything except zvz, they are still nerfing searching flame, which is the last hope for firestaff in small scale fight. I do not see the motivation of this nerfing. And saying that long range dps should be bow or what is not making sense, cuz that searching flame is highly avoidable. At most, you can get a 50% chance of hitting an enemy in open space at long range. The nerf and the buffs are turning firestaff into a 100% zvz machine. I highly doubt this lack of flexibilty of a weapon is a sucessful design.

      Let me ask a simple question, in which situation you think searching flame is broken? Corrupted dungeon? Then why are we seeing spears and bows in top corrupted dungeon players? Small scale fight or zvz? Of course no.
      If you think fire wall is op, I can accept it. The nerf in a already not good enough spell needs a solid reason.
    • As the main player of fire mage, I am extremely annoyed with the exaggerated nerf they have given him, hitting a skill is a pain in the butt, everyone evades attacks, it is ridiculous to see how you are standing throwing a skill so that with a single movement they evade it. Very nice skills, excellent sounds, but you have damaged the fire mage, it seems that it only works for ZvZ. I'm tired of waiting for you to do something about the fire and you made it worse. by the way, have you already noticed that your new mage nature hits twice as much damage as the fire mage? and that your holy heler's mobility is quite high and his new q2 is 100% better than arcane's in cd cast and damage?.
      I wonder if the arcane when the time comes will also make it worse

      • Grudge (all Cursed Staffs)
        • Grudge hit effect delay: 1s -> 0s
        • The Grudge effect now stacks up on the ally every 0.5s
        • Each Auto Attack consumes all stacks
        • Grudge Stacks 0 / 1 / 2 / 3 / 4 / 5 / 6 / 7
        • Damage 5 / 7 / 9 / 12 / 16 / 21 / 27 / 34
        • (Grudge tick damage before the rework = 8 )
        • This way Grudge triggers with all Attack Speed builds, but the damage is diminished if the attack interval is too fast.

      The ability feels kinda useless atm, since most of the weapons have sub 1s attack speed, the damage values are too low. I think scaling should be made with either 0.1 or 0.2s step, but 0.5 is way too high making the damage way too low.