Azarael wrote: ↑Wed Aug 29, 2018 9:04 am
I have no intention of overpowering the 11 pt tactic and promoting Firestorm spam to fix wider problems with Changing.
Someone needs to make a proposal on Grenadier and Changing together, because both have issues and no one seems to be capable of agreeing exactly what they are meant to
do. Mist and Napalm are just terrible abilities and not worthy of the 13.
Azarael,
I have held off replying as the new patch has had you very busy. I knew it and the responses to the patch would tie you up. With the patch now a few days in, perhaps I can summarize the points I've made and reply to the last challenge you put forward about suggestions about Grenadier and Changing together.
I have argued the cooldown that Firestorm had under Havoc with the tactic Chaos Unleashed should now apply to the Changing tactic Wild Changing. The arguments I put forward are:
1) The ability swap seems at its core thematic: having single target abilities tied to the Havoc Mastery and AOE abilities tied to Change Mastery. The cooldown that existed is separate from the thematic swap and should be retained.
2) BWs and Sorcs both have in Rain of Fire and Pit of Shades with the exact same kind of AOE ability that gets a cooldown from a tactic: the tactic(s) set at 11 points in the mastery for sorcs, 7 points for BWs.
3) Firestorm was not OP before the swap and would not be OP with a cooldown in the Changing Mastery: both Sorc and BW Pit of Shades and Rain of Fire hit harder and are not considered OP, therefore Firestorm could not be OP. Further, there was no large number of threads on the forums complaining Firestorm was OP before the swap. This seems to undercut the idea it would be OP, as the player base is sensitive to such. Lastly, as the damage is tied to a set location and does not stack, one simply has to move to escape the damage.
4) Firestorm with the cooldown option was a fine ability in the strong Havoc mastery. It is now a weak ability in a weak mastery. The net affect is Havoc has gotten stronger with Indigo Fire of Change added and the Changing mastery weaker with the no cooldown Firestrom.
5) Firestorm's value is sustained pressure damage in a set location. In it's old form, this would match up nicely with Mist that is currently of little value (due to the long long build up). Firestorm with the long 10 second cooldown cannot produce sustained pressure, so it also has little benefit.
6) One shouldn't make the good an enemy of the perfect. Just because the whole of the Changing Mastery isn't 'fixed', does not mean no changes can be made to the mastery line. Giving back Firestorm a cooldown reduction with Wild Changing would make the ability viable, help with a Mist combo, and therefore make the Mastery line better. The mastery line may not be perfect, but this would help.
7) Per the Engi Grenadier line: if you need something done there, to justify adding in the cooldown option with Wild Changing, I suggest the same be done with Phosphorous Shells (PS). PS is now in the same spot as Firestorm, has the same 10 second cooldown and like Firestorm is a less than impressive ability. Add to the Engi Bandolier tactic a cooldown of 10 seconds to Phosphorous Shells. It can then be used with Napalm Grenade similar to the proposed Firestorm with Mist. Both Changing and Grenadier are considered the weakest mastery lines. This would allow both to profit I don't think any Engi would object to this change, but would welcome it for a weak mastery.
Please return Firestorm's cooldown by adding it to Wild Changing so Change focused magi can benefit. Do the same with Phosphorous Shells to the Bandolier tactic. Statues will be built to you. Magi and Engi will name their progeny in your honor, and the universe will be balanced again.
Cheers