darkfire range and radius = hit yourself?
Posted: Sun Apr 23, 2017 3:28 pm
I imagine this must have been brought up before, but it seems like there is a problem with the darkfire spell. At level 4+, its radius surpasses its range, so you end up having to hit yourself with it in order to use it. At talent level 5, when it is cast at maximum range you actually still have to run two tiles to get out of the way before it impacts, which makes it impossible to move out of the range unless you're willing to burn a transport ability or movement infusion.
Was that intentional? It seems like it shouldn't be that way. It's strange to add a disincentive to raise the talent to high levels.
Proposed changes (one of the following):
1. Extend the range of darkfire. Maybe even as a function of talent level.
2. Make the darkfire damage not affect its caster. This makes sense especially when you take black rings into account, which are quite capable of casting darkfire at close range and causing significant damage to the caster as a random proc. Optionally, this could kick in at level 3 or 5 of darkfire. Lv 3 would make it kick in for the black ring proc, while lv 5 would restrict damage mitigation to the classes that have the tree.
3. Make darkfire damage not affect demons. Though more indirect, the advantage here is that it requires an additional talent point investment and vim sustain cost in order to escape darkfire damage, which brings it more in line with the resource costs for self-attack mitigation in other classes, eg. alchemist and necromancer. Though the talent point cost isn't as steep as these other classes, darkfire is also arguably a less powerful spell than bombs or animate, and the 90 vim cost is extremely steep. The drawback here is that it would not be available to characters using black rings without the ability to turn into a demon. Drawback/balancing feature: a lot of enemies are demons, so this would make darkfire unable to hurt them.
4. Make darkfire heal demons. The argument here follows from above. In order to get this benefit, you must use a 90 vim sustain and spend a talent point. If it seems too powerful, it could even be a result that kicks in at talent level 3 or 5 in either the flame of urh'rok or darkfire talents. (note: I know there is a mod that does this, but I'm interested in the official gameplay set and the appropriate balancing measures.)
4. Cap the radius of darkfire such that it doesn't hit the caster when shot to maximum range. Probably the least desirable option.
5. Make darkfire have a recoil, such that the caster actually is thrown back out of the area of effect when casting the spell. That would make this spell interesting for tactical mobility, especially when it gives them the option to cast it one tile away and get quite a significant push.
Was that intentional? It seems like it shouldn't be that way. It's strange to add a disincentive to raise the talent to high levels.
Proposed changes (one of the following):
1. Extend the range of darkfire. Maybe even as a function of talent level.
2. Make the darkfire damage not affect its caster. This makes sense especially when you take black rings into account, which are quite capable of casting darkfire at close range and causing significant damage to the caster as a random proc. Optionally, this could kick in at level 3 or 5 of darkfire. Lv 3 would make it kick in for the black ring proc, while lv 5 would restrict damage mitigation to the classes that have the tree.
3. Make darkfire damage not affect demons. Though more indirect, the advantage here is that it requires an additional talent point investment and vim sustain cost in order to escape darkfire damage, which brings it more in line with the resource costs for self-attack mitigation in other classes, eg. alchemist and necromancer. Though the talent point cost isn't as steep as these other classes, darkfire is also arguably a less powerful spell than bombs or animate, and the 90 vim cost is extremely steep. The drawback here is that it would not be available to characters using black rings without the ability to turn into a demon. Drawback/balancing feature: a lot of enemies are demons, so this would make darkfire unable to hurt them.
4. Make darkfire heal demons. The argument here follows from above. In order to get this benefit, you must use a 90 vim sustain and spend a talent point. If it seems too powerful, it could even be a result that kicks in at talent level 3 or 5 in either the flame of urh'rok or darkfire talents. (note: I know there is a mod that does this, but I'm interested in the official gameplay set and the appropriate balancing measures.)
4. Cap the radius of darkfire such that it doesn't hit the caster when shot to maximum range. Probably the least desirable option.
5. Make darkfire have a recoil, such that the caster actually is thrown back out of the area of effect when casting the spell. That would make this spell interesting for tactical mobility, especially when it gives them the option to cast it one tile away and get quite a significant push.