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Like, the full circle indicates that the targets within it will get Warm status but there's no indicator for how far nor how big the Ignited area is.
Would be nice to add an area of effect indicator for that.
Also it can be casted outside of the 8m range.
Could just make it 1/4 of its current size and limit it to its max casting range like every other skill.
Ignition is way too strong at the start, basically facerolling everything in Act I.
Maybe revert its cooldown back to 2 turns?
It hits all enemies on the screen, applies decent direct fire damage, burning and scorch.
It feels overbudgeted for a single action point. Putting it back on its default 2 turn cooldown will still make it an ability worth using. Just my two cents, and thank you for everything.
Thanks to you and Alsyme for flagging it! I found it tricky to balance my new mods what with the changes in DE - especially without having any mod testers available (as the game wasn't out when I converted them over)! If you have any more feedback, please do not hesitate to let me know!
Best of luck with your playthrough!
I find the value of it extremly high and there is no reason you would not cast it every turn over something else (other than a geomancer spell for an oil puddle to ignite)
An AP increase would also benefit the balancing of it so you would have to choose if you would rather use it or another damaging ability.
Edit: Also forgot to mention I am on Tactician
Having played with your overhauls in a couch-coop setting all the way to Act 2, I have some feedback for you : it is genuinely fun to play a fire mage and set the world ablaze, and that's great.
The ability to reduce fire resistances, strip enemy magic armor through burning, fire surfaces or necrofire makes for a rich and varied gameplay experience.
My only issue is similar to the above user, I believe Ignition (without burning) is still way too powerful.
Scorch stacks by themselves already ramp up overall fire damage by reducing resistances and...those stacks also deal fire damage over time...and ignition also deals modest direct fire damage...and it's a huge aoe that only targets enemies.
Ignition also has no cooldown, and only costs a single action point.
It also doesn't help that the fire slug's version of ignition also applies everything above including burning. For comparison, Sabotage (without exploding grenades or arrows) deals a bit more but it can only hit a single target while applying a single scorch stack. And it costs 1 ap which is pretty fair.
Or compare Ignition to your water overhaul's Global Cooling which has a 3 turn cooldown, deals fairly mediocre frost damage and applies no DoTs or debuffs (if the enemy has magic armor)
I think Ignition might be better off in a modest circular aoe around its target that can outdamage Sabotage if hitting 2 or more enemies but becomes notably lackluster against a single target.