- Joined
- Nov 25, 2012
- Location
- United States
DISCLAIMER: While Firewave is an ability that is shared by both Runeblade as well as Pyromancer, I am strictly speaking from the perspective of a Pyromancer.
Ever since Kainzo "fixed" Firewave, it has become a lackluster and mediocre ability that is rarely used by any Pyromancer.
Prior to the "fix", this ability was insanely powerful. You could unleash a very large amount of damage on one person, or upon several within a teamfight. It was often a tide turner, or even a bomb you left on unexperienced players who focused you without taking the proper precautions.
In typical teamfights, you were able to either a) Completely destroy a single target, or b) Unleash a large amount of damage across several people.
Now, because there is a damage cap of 1 fireball per person, several of the fireballs from firewave are blocked out, and thus, deal 0 damage. This, combined with the fact that Firewave is a warmup with a very short radius makes it unfeasible to deal any sort of substantial damage with the ability.
What was once our most powerful ability, is now our weakest.
Personally, I don't think there was that much of an issue with Firewave before the "fix". I'm betting I'll get a lot of shit for that, but I really think it was put on a pedestal without anyone considering the counters to it.
You could easily counter the old Firewave in several different ways:
1. Knockback abilities (Sprint Attacking/Disgrace/MortalWound/Strike/Fireball/Ect.)
2. Silence/Interrupts(High Burst Damage/Bash/Impale/ Kick/Bloodmage Silence)
3. Just Get The Fuck Away From Him
One might ask, if there are so many counters, why was this ability a problem at all? Your guess is as good as mine, but quite frankly, I just feel as if nobody ever put any effort into trying to counter it in the first place.
I often fought Pyromancers and Runeblades that attempted to use Firewave against me. As a Pyro (vs. another Pyro/Runeblade), I could simply Fireshield it. As a bard, I had kick, bard speed, melodic binding, accelerando and voidsong to prevent it. As a Dragoon, I could impale, bash, or even jump over it. No matter what I played, I had a counter to stop it.
Now, I've gone a tad off track here, but for good reason. While all of the above counters still exist and are just as effective, with the change to Firewave, there is no longer any need to counter the ability at all--you can simply rush the Pyromancer and destroy him while he channels an ability that does less damage than a single freakin Fireball. (Fireball deals 150 + 50 fire tick, Firewave can do at most 133 damage + 50 fire tick)
Because of this, I think that Firewave is in need of some love. There are several solutions that I think could properly balance the ability.
1. Revert the mechanics to the previous Firewave, but rebalance the ability.
2. Rebalance the current Firewave mechanics.
I honestly do not think the ability is fine as is, but I suppose some might disagree. Due to the fixing of Chaos Orb teleport and addition of Ender Pearls, some may argue that Pyromancer's do not need another "buff". However, I do not think that certain abilities should be left in the gutter just because the class has other strengths. The Pyromancer as a whole is pretty strong right now, but I personally don't think it's on the same level as other classes.
Ever since Kainzo "fixed" Firewave, it has become a lackluster and mediocre ability that is rarely used by any Pyromancer.
Prior to the "fix", this ability was insanely powerful. You could unleash a very large amount of damage on one person, or upon several within a teamfight. It was often a tide turner, or even a bomb you left on unexperienced players who focused you without taking the proper precautions.
In typical teamfights, you were able to either a) Completely destroy a single target, or b) Unleash a large amount of damage across several people.
Now, because there is a damage cap of 1 fireball per person, several of the fireballs from firewave are blocked out, and thus, deal 0 damage. This, combined with the fact that Firewave is a warmup with a very short radius makes it unfeasible to deal any sort of substantial damage with the ability.
What was once our most powerful ability, is now our weakest.
Personally, I don't think there was that much of an issue with Firewave before the "fix". I'm betting I'll get a lot of shit for that, but I really think it was put on a pedestal without anyone considering the counters to it.
You could easily counter the old Firewave in several different ways:
1. Knockback abilities (Sprint Attacking/Disgrace/MortalWound/Strike/Fireball/Ect.)
Several abilities (and also the vanilla Minecraft Sprint Attack) will knock the Pyro either directly upwards into the air, or back away from the player. This can cause the Pyro to miss several of the fireballs, reducing the amount of burst done to the player. In the case of a sprint + disgrace-esque attack, you would actually even knock the pyro high enough into the air to make every Fireball miss the player.
2. Silence/Interrupts(High Burst Damage/Bash/Impale/ Kick/Bloodmage Silence)
Silence is another simple counter, and is already well intergrated into the server. When players face classes that have warmups, such as the healer classes' heals, Wizard Bolts, or Dreadknight soul leach/terror, they can use many abilities to prevent the warmup from completing. Bash is a very basic ability that does this, and kick is a more superior alternative. While it's possible for the Pyromancer to re-cast Firewave after being interrupted--he pays the price of time and self sacrifice in order to do so. The case is the same for silence, if done with proper timing.
3. Just Get The Fuck Away From Him
The Pyromancer is slowed while casting Firewave. Often, you can simply just "move away" from him, escaping from a majority of the firewave fireballs, or even the entire firewave itself. Honestly, this is probably the best counter due to the fact that it places the ability on cooldown, consumes the Pyromancer's mana, places the Pyromancer at a distance from the player, and causes the Pyromancer to waste a second of his time trying to make it all happen.
One might ask, if there are so many counters, why was this ability a problem at all? Your guess is as good as mine, but quite frankly, I just feel as if nobody ever put any effort into trying to counter it in the first place.
I often fought Pyromancers and Runeblades that attempted to use Firewave against me. As a Pyro (vs. another Pyro/Runeblade), I could simply Fireshield it. As a bard, I had kick, bard speed, melodic binding, accelerando and voidsong to prevent it. As a Dragoon, I could impale, bash, or even jump over it. No matter what I played, I had a counter to stop it.
Now, I've gone a tad off track here, but for good reason. While all of the above counters still exist and are just as effective, with the change to Firewave, there is no longer any need to counter the ability at all--you can simply rush the Pyromancer and destroy him while he channels an ability that does less damage than a single freakin Fireball. (Fireball deals 150 + 50 fire tick, Firewave can do at most 133 damage + 50 fire tick)
Because of this, I think that Firewave is in need of some love. There are several solutions that I think could properly balance the ability.
1. Revert the mechanics to the previous Firewave, but rebalance the ability.
With all the counters that exist for this ability, I really don't see why people complain about it's level of damage. PVP in RPG systems is all about combining strategy with the abilities that are given to you. If you know there is a way to stop something, you should do everything in your power to stop it. I do not think there is anything wrong with a Pyromancer one-shotting someone with Firewave if he is directly on top of the player. If you play badly, you should be punished badly.
But should the Pyromancer be able to do this every 18 seconds? No. I do not think that is balanced.
There are innumerable ways to properly balance Firewave, even if it is able to one-shot players who are foolish enough to let it happen.
1. You could add a cooldown that ranges from 2 to 15 minutes.
2. You can increase the warmup time.
3. You could increase the damage but lower the number of fireballs.
4. You could reduce the damage but increase the number of fireballs.
5. You could increase the manacost.
6. You could do any combination the above suggestions.
On #3 and #4: The idea with this one is to maintain the same "maximum damage" capability, while altering how the ability performs at different distances. Honestly, this is more of a mechanic change than a proper rebalancing, so I'm not sure if it's necessarily the best idea here. I'll explain more on this later
2. Rebalance the current Firewave mechanics.
I honestly don't like the mechanics of the current firewave, but if the community is so strongly against the previous iteration, there are still ways to balance the ability.
The problem with the current ability is that it does not deal any form of substantial damage, and places a great deal of risk to the Pyromancer.
I see only a few real solutions to properly balance the ability with the current mechanics.
1. You could increase the damage per fireball to that of the standard Pyromancer Fireball.
2. You could increase the damage but lower the number of fireballs.
3. You could maintain the current level of damage, and also increase the number of fireballs.
4. You could increase the distance at which the Fireballs are launched.
5. You could do any combination of the above suggestions.
To clarify on #2 and #3: With the old Firewave, changing the number of Fireballs does not alter the "maximum" damage" capability via the ability. However, due to the alternate mechanics of the current Firewave, changing the number of fireballs actually does change the maximum damage capability.
If you increase the number of Fireballs with the current Firewave ability, you increase the ability's potential in teamfights. Since no player can be hit by more than one fireball, Increasing the number of Fireballs increases the chances that you will hit multiple targets. While I think this is a good buff, I'm not sure it's enough of a buff to the ability.
If you decrease the number of Fireballs, but also increase the damage, you create a more "controllable" form of damage. Rather than the ability being a large aoe that you throw out when next to someone (or several people), it would become a controllable aimed ability that fires in specific directions. I personally do not like this idea, but I think it is a viable solution.
3. Leave the ability as-is.I honestly do not think the ability is fine as is, but I suppose some might disagree. Due to the fixing of Chaos Orb teleport and addition of Ender Pearls, some may argue that Pyromancer's do not need another "buff". However, I do not think that certain abilities should be left in the gutter just because the class has other strengths. The Pyromancer as a whole is pretty strong right now, but I personally don't think it's on the same level as other classes.