ArenaNet:Skill feedback/Elementalist/Searing Flames

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Searing Flames Searing Flames

Contents

[edit] Shard's Issue

Issue
Running multiple copies of this allows bad teams and heroes to win too easily.
Amended Suggestion
  • "Target foe and all nearby foes suffering burning are struck for (whatever) damage. Foes not already on fire begin burning for (whatever) seconds. You lose 5 energy for each foe affected."
  • and Reduce cost to 5 energy.

Discussion

Or how about u give them -1 energy degen every time they cast it but still have the ability to spike. WOuld be funny to see it used.

[edit] Life Infusion's Issue

Issue
Too spikey and low recharge as a clarification of Shard's issue.
Suggestion 1 (Burning Pressure)
Decrease damage from 10...82...100 to about 20...55...60 [10 casts to hurt 600HP] and lengthen burning duration from 1...6...7 to 1...8...9 to make it more pressure oriented like Immolate [Shard's suggestion but tweaked] and able to fly under Spirit Bond
make damage unconditional like Immolate
decrease energy cost to 10 after the above

resulting in "Foes are struck for 20...55...60 fire damage. Foes not already on fire begin Burning for 1...8...9 seconds."

Suggestion 2
20...68...80 damage like Incendiary Bonds (you need 8 casts to execute a 600HP) when burning is met only.
immolate level damage when not burning

"Foes already on fire when this Skill is cast are struck for 20...68...80 fire damage. Foes not already on fire are struck for 20...55...60 fire damage begin Burning for 1...6...7 seconds." Discussion

[edit] Anon's Issue

Issue
Too spammable and rewards skilless play in pvp.
Suggestion
  • Solution: Increase activation time to 2 seconds. Decrease recharge time to 1 second. Then it will still very useful in pve.

Discussion


Concise description Discussion

[edit] Metal Sazz's Issue

Issue
stackable effect promoting bad play with multiple eles using it, reducing damage or increase cost, cast or recharge will not help this fact,
Suggestion
Take away the stacking effect this skill creates, idea inspired by shatterstone, make it a hex spell, have it do initial damage, and after 3 sec, either causes burning for (1...6...7), or another sum of damage if target is already burning. this gets rid of stacking effect of this skill cause casting more then onr is useless, but still give the single ele a decent skill,
  • Solution: Searing Flame: Elite Hex spell, Target foe is hexed with searing flame, Initial effect: you target and foes near your target are struck for 10...82...100 fire damage. After 3 seconds, burning foes near you target are struck for 10...82...100 fire damage, Foes not already on fire begin Burning for 1...6...7 seconds. 15E 1C 2R

Damage and burning duration can vary for balancing, if people don't like one spell doing two packets of 100 worth of damage, then either get rid of the initial effect, make it like lightning surge, or scale both packets down

[edit] FunnyUsername's Issue 16:29, 15 September 2008 (UTC)

Issue
Same as already stated above, spammable and when running multiple copies of it, allows a powerfull AoE spike.
Suggestion
Make a pvp version of the skill that has its recharge scaled with the number of copies of this skill on the party, for example 2 seconds:
15Energy, 1Activation time, 2 Recharge time. Elite spell. Target foe and all nearby foes are struck with Searing Flames. Foes already on fire when this Skill is cast are struck for 10...82...100 fire damage. Foes not already on fire begin Burning for 1...6...7 seconds. For each other copy of this skill on the party, Searing Flames recharges 2 extra seconds.
So with 5 SF eles on a party, it will take 2+(4 other copies)x2=10 seconds. These numbers are just illustrative, it can be whatever is more ballanced.
This will remove the spammability when running multiple copies of it but will still allow to use it for spike. On parties with just 1 or 2 SF eles, they will be allowed to use it more often but then energy management will become more important.
Discussion
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