Forum - [Fixed] Nerfing/Changing Ignite

Welcome! Please login with your in-game name.

 

Author Topic: [Fixed] Nerfing/Changing Ignite  (Read 2144 times)

Akaru

  • Lint
  • ***
  • Posts: 36
« on: October 22, 2011, 01:55:42 am »
Currently, Ignite is a skill with no casting time and practically no cooldown that can be cast as long as the target has Embers on it. I personally feel that this is a little overpowered; you can practically run away from anyone and click-spam the spell, or easily chase someone down without stopping to spellcast.

I have two suggestions for this:

1) Nerf Ignite: Giving it a larger cooldown, so that it's no longer spammable.

2) Alter Ignite's effects: My idea is this: "Inflicts X fire damage on all players in a certain range with the 'Embers' debuff. Removes the debuff." This allows players to try and go for large amounts of damage by gradually casting Embers on everyone, then blowing everything up with this spell. On the other hand, since Embers already deals damage by itself, the question is whether to wait until the last possible moment to use Ignite for maximum damage, but risking the effects of Embers wearing off before you cast it.

 

« Last Edit: October 23, 2011, 03:28:42 pm by toby »

Tobias

  • Global Moderator
  • AR1 Security Unit
  • *****
  • Posts: 1572
« Reply #1 on: October 22, 2011, 02:54:59 pm »
Ignite had a glitched cooldown at maximum level (0.7 seconds instead of 7 seconds). This has been fixed - thanks.

The AoE option is interesting, and something I may consider in future.