Hello,
While these abilities were not touched at all. I figured it should be now, during the ranged patch that this attempt is being done.
What Id really like to see, would be these Spending-abilities to be more worth while in an attempt to make a more rewarding class mechanic playstyle.
Mashing just Icespike or Flamebreath as a filler is kinda meh gameplay, and gives strong flashbacks to when SE/SP were just spamable builders on Live pre CloseQuaters nerfpatch.
Suggestions:
When SE/SP is being pressed it buffs the next ability depending on which ability it is:
Scorched Earth next ability improved:
- Annihilate now has 3%critchance for 3seconds
- Flamebreath first tick is now a DD pbaoe which can proc Flame of Rhuin
- Scorched Earth targets below 20%hp will take 10% more criticaldmg
- Fieryblast gives you 3%strikethrough for 6seconds
Surging Pain next ability improved:
- DC now gives you 3%critchance for 3seconds
- Icespikes will build 20darkmagic and function as a 40ft DD frontal
- SP targets below 20%hp will take 10%more criticaldmg
- IW will have 10%strikethrough
This is on top of SE/SP having their Combustion/Darkmagic scaling depending on where you are in the class mechanic 0-100. The goal is to make the aoe builds more in touch with the classmechanic if Darkmagic and Combustion and not just being a 0->100 rush and stay there. With this proposal you still can, but it adds a little tiny advantage in playing and spending your class mechanic having to think and plan a few presses ahead instead of mashing. I tried to take my experience on these builds, playing both realms, into account and not overdo the advantages, keeping them sorta simular but taking each class' struggles and advantages into account with some differences. Flamebreath and Icespeik belonging to different trees, having different behavior and cost being one of the bigger differences.
[RDPS] Scorched Earth & Surging Pain
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[RDPS] Scorched Earth & Surging Pain
[BW]Bombling 95
[SL]Toddling 82 - [Eng]Bombthebuilder 82 - [WP]Orderling 82 - [Kobs]Bling 81 - [WH]Hatlinggun 78
[MSH]Bombing 90
[Chop]Chopling 85 - [Sorc]Notbombling 84 - [DPSZL]Destroling 82 - [BO]Bonkling 81 - [Mara]Handling 80 - [DPSSham] Smurfling 75
[SL]Toddling 82 - [Eng]Bombthebuilder 82 - [WP]Orderling 82 - [Kobs]Bling 81 - [WH]Hatlinggun 78
[MSH]Bombing 90
[Chop]Chopling 85 - [Sorc]Notbombling 84 - [DPSZL]Destroling 82 - [BO]Bonkling 81 - [Mara]Handling 80 - [DPSSham] Smurfling 75
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Re: [RDPS] Scorched Earth & Surging Pain
I had a couple of people telling me on discord warbands i joined, and in DMs that they really liked this idea and the goal of getting the class mehcanic involved. To my understanding, forum feedback usually get judged abit on how much tracktion a suggestion gets and if it seems like its very popular. so instead of telling me personally if you guys like something, drop a comment instead. For all suggestions, not just mine.
[BW]Bombling 95
[SL]Toddling 82 - [Eng]Bombthebuilder 82 - [WP]Orderling 82 - [Kobs]Bling 81 - [WH]Hatlinggun 78
[MSH]Bombing 90
[Chop]Chopling 85 - [Sorc]Notbombling 84 - [DPSZL]Destroling 82 - [BO]Bonkling 81 - [Mara]Handling 80 - [DPSSham] Smurfling 75
[SL]Toddling 82 - [Eng]Bombthebuilder 82 - [WP]Orderling 82 - [Kobs]Bling 81 - [WH]Hatlinggun 78
[MSH]Bombing 90
[Chop]Chopling 85 - [Sorc]Notbombling 84 - [DPSZL]Destroling 82 - [BO]Bonkling 81 - [Mara]Handling 80 - [DPSSham] Smurfling 75
Re: [RDPS] Scorched Earth & Surging Pain
I think this is a good idea. Having experienced how much more the Chosen mechanic is fun or at least offers me choices after last changes, I think this would help especially with the incentive to use surging pain more. I only have experience with Sorc so not sure how it would go with BW.
PS: I should have commented earlier but am sick of the wild comments that go on so I'm generally not posting.
PS: I should have commented earlier but am sick of the wild comments that go on so I'm generally not posting.
Deleuze Chosen
Re: [RDPS] Scorched Earth & Surging Pain
It is a good idea overall but it is similar to what they done with slayer/choppa. Lowering your dps bar for additional benefits. The problem with bw/sirc is that they are build to work on 100 class' resource. On 0 combustion bw spells are with very low stats compared to other dps classes so if something goes wrong the class could be totally ill broken
Mostly harmless
K8P & Norn - guild Orz
K8P & Norn - guild Orz
Re: [RDPS] Scorched Earth & Surging Pain
I get what you mean, thats why I suggested just some tiny incentives above just to inspire and get the idea into a talking point.Nameless wrote: Tue Aug 04, 2026 3:10 pm It is a good idea overall but it is similar to what they done with slayer/choppa. Lowering your dps bar for additional benefits. The problem with bw/sirc is that they are build to work on 100 class' resource. On 0 combustion bw spells are with very low stats compared to other dps classes so if something goes wrong the class could be totally ill broken
It took heavy inspiration from the balance team's final implimentation and changes to Runiepriest and Zealot Ritual 3 option version, which I think landed well in the community and added options and playstyle to these classes. Somewhat the same as Shaman and AM class mechanic as was only really used before the healer patch on Fury of da Green builds, but after the change both dps and healer builds get more in touch with the mechanic.
So why not Sorc and Brighty. We have two abilities that consume rage, first finding a solution such as an idea from my original post for Aoe, and then for ST something new might need to be creasted from the bottom up, as im not sure Meltdown could fit into ST playstyle with the same constant use of spenders. But since aoe builds are kinda more spammy, i figured this would be an easier way to test it and impliment the direction of adding just a little bit of depth to the class outside of channeling DC/annihilate when its ready and mashing IW when its off CD. Involving the Spenders, seemed like the perfect area to add the depth.
This was, and still is. My biggest hope for this softmirror set during the ranged patch. The classes perform well, instead of trying to reinvent the wheel with Detonate lets have a look at SE and SP please
[BW]Bombling 95
[SL]Toddling 82 - [Eng]Bombthebuilder 82 - [WP]Orderling 82 - [Kobs]Bling 81 - [WH]Hatlinggun 78
[MSH]Bombing 90
[Chop]Chopling 85 - [Sorc]Notbombling 84 - [DPSZL]Destroling 82 - [BO]Bonkling 81 - [Mara]Handling 80 - [DPSSham] Smurfling 75
[SL]Toddling 82 - [Eng]Bombthebuilder 82 - [WP]Orderling 82 - [Kobs]Bling 81 - [WH]Hatlinggun 78
[MSH]Bombing 90
[Chop]Chopling 85 - [Sorc]Notbombling 84 - [DPSZL]Destroling 82 - [BO]Bonkling 81 - [Mara]Handling 80 - [DPSSham] Smurfling 75
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- Posts: 7
Re: [RDPS] Scorched Earth & Surging Pain
I will leave a comment as well then. Unlurking.=D I agree and I think potential skill expression is very welcome to these classes, as you yourself have pointed out.
On the topic of Sorc specifically, I'm afraid that making SP a more attractive skill will almost force us to use Impending Doom because of how bad it feels to build Dark Magic without it.
A truly big thing would be if we could equalize Flame breath and Ice Spikes to both build 20, and that way open the door for more builds. So with that said, I really like the idea, but I feel like we have to start with builders to really use spenders.
On the topic of Sorc specifically, I'm afraid that making SP a more attractive skill will almost force us to use Impending Doom because of how bad it feels to build Dark Magic without it.
A truly big thing would be if we could equalize Flame breath and Ice Spikes to both build 20, and that way open the door for more builds. So with that said, I really like the idea, but I feel like we have to start with builders to really use spenders.
Re: [RDPS] Scorched Earth & Surging Pain
It is decent idea as i said but meltdown wont work since it discharge fully to 0. St need new spending skill.
But i want to point one more opinion. Generally it is good to have one easy to play and manage class on each archetype so new ppl could get the basics easier so all of these class mechanics complications are 2 edged sword. I dont speak strictly for bw/sorc but for example before healers patch zealot/rp were basic and easy to going on healer archetype. After healers patch they become more complicated, basically had 3 mini mechanics. Although i like very much the new ritual mechanic this complicate the class so new guys dont have clear, easy option for healer class.
So ima devs should keep some simplicity for certain classes kike kotb/chosen, msh and ect so ppl got easy to play options if they want such playstyle
But i want to point one more opinion. Generally it is good to have one easy to play and manage class on each archetype so new ppl could get the basics easier so all of these class mechanics complications are 2 edged sword. I dont speak strictly for bw/sorc but for example before healers patch zealot/rp were basic and easy to going on healer archetype. After healers patch they become more complicated, basically had 3 mini mechanics. Although i like very much the new ritual mechanic this complicate the class so new guys dont have clear, easy option for healer class.
So ima devs should keep some simplicity for certain classes kike kotb/chosen, msh and ect so ppl got easy to play options if they want such playstyle
Mostly harmless
K8P & Norn - guild Orz
K8P & Norn - guild Orz
Re: [RDPS] Scorched Earth & Surging Pain
I support the direction of this proposal, the rdps changes still miss three larger issues:
1. The core combat problems remain. Casted magic faces higher effective avoidance than melee and physical RDPS, while 2–3 second non-CC casts still fail the final range check after the caster has committed the full cast. Adding undefendable abilities, strikethrough and damage-on-defend is mostly silver tape instead of fixing the baseline mechanics.
2. Combustion and Dark Magic management still does not matter enough. Rushing to 100 and largely ignoring the mechanic remains optimal, which is a poor design for the defining feature of both classes.
3. Both the AoE and ST spenders were missed opportunities. Scorched Earth/Surging Pain and Meltdown/Dhar Wind should create a real build-and-spend loop where spending mechanic changes or improves the next ability. Replacing the AP tactic with healing is better, but few will use a tactic to support spenders that are still not worth using.
BW and Sorc do not mainly need more passive damage or ability-specific exceptions. They need better cast reliability, meaningful mechanic management and useful AoE/ST spenders.
1. The core combat problems remain. Casted magic faces higher effective avoidance than melee and physical RDPS, while 2–3 second non-CC casts still fail the final range check after the caster has committed the full cast. Adding undefendable abilities, strikethrough and damage-on-defend is mostly silver tape instead of fixing the baseline mechanics.
2. Combustion and Dark Magic management still does not matter enough. Rushing to 100 and largely ignoring the mechanic remains optimal, which is a poor design for the defining feature of both classes.
3. Both the AoE and ST spenders were missed opportunities. Scorched Earth/Surging Pain and Meltdown/Dhar Wind should create a real build-and-spend loop where spending mechanic changes or improves the next ability. Replacing the AP tactic with healing is better, but few will use a tactic to support spenders that are still not worth using.
BW and Sorc do not mainly need more passive damage or ability-specific exceptions. They need better cast reliability, meaningful mechanic management and useful AoE/ST spenders.
A reasonable RvR system that could make the majority happy http://imgur.com/HL6cgl7
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Re: [RDPS] Scorched Earth & Surging Pain
The idea wpuld be rework xombustion /dark magic as follows:
0 to 25: 1%spellcrit and 5%damage bonus
26 tp 50%: 3spellcrit and 15%dmg, backdraft drains 20 ap when procs
51 to 75: 9spellcrit and 30%dmg and 5%striketrhough , backdraft drains 50ap
76 to 100: 12 spellcrit and 45%damage and 9%strikethrough , backdraft drains 65 ap
This way you make the class more potent and reliable (bw and sorcerer have pathetic survivability already) but limit their spam so they risk , with higher damage, to spam less abilities due to potential ap drains, while the do not need half warband babysitting due to suicide mechanics.
0 to 25: 1%spellcrit and 5%damage bonus
26 tp 50%: 3spellcrit and 15%dmg, backdraft drains 20 ap when procs
51 to 75: 9spellcrit and 30%dmg and 5%striketrhough , backdraft drains 50ap
76 to 100: 12 spellcrit and 45%damage and 9%strikethrough , backdraft drains 65 ap
This way you make the class more potent and reliable (bw and sorcerer have pathetic survivability already) but limit their spam so they risk , with higher damage, to spam less abilities due to potential ap drains, while the do not need half warband babysitting due to suicide mechanics.
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