FS heavy attack

Hits through blocks too, bow Flare and Backdraft. Definitely bugged. Pillar of Fire speed is annovoidable with how quickly it deploys. Def needs a second look.

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I think its expected. Dmg come from the floor so u should not block it. You block just front dmg.

Nah its fun to play now. Its not any faster than lets say bow penshot. But does less dmg.

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Mmm, if it was expected, it should say it. You can block fireball. Heavy attacks exploding like they are Explosive Arrow every 1.5 seconds is not it. We block damage in a frontal 180 degree range. If you cannot avoid the damage apart from dodging, I do not think it can be that healthy.

Per PoF, it might be fun, but not being able to react to it is not all too hot. Fireball has a telegraph, not sure why PoF should not (damage comes out as soon as you raise your staff, like a quarter second to react?). The perk change from max health to scale off stacks of smolder is fine, though.

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What pof is fast as hell. They actually sped it up a bit

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Bit of copium in the thread LUL. Just want unavoidable damage, maximum AoE and zoning, along with “set it and forget it” damage (Ice Storm, Ice Pylon, reworked Meteor Shower, Flamethrower). That’s just my read from small scale/Arenas.

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Yea probably unintended and will be changed.

You can react to it. I did duel mages on PTR. Just time window is very short.

Yea its very fast animation. 1sec in fact. IF you dont pay attenion or are locked in own animation u will get hit.

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None of these abilities you mention deserve a buff
-if anything the opposite.

And this is coming from a fire & ice Mage.

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F * * * firestaff. It was already op once - they nerfed it and they are making it op again. Boring fortnite/range meta. Yaaaaaawn.

Firestaff has small range tbf, all of its abilities (bar fireball) even smaller.

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Probably if you are pre-dodging or the guy is holding his staff up during pre-fire. 50 ms ain’t goign to cut it frankly. I slowed 05:45:42 - 05:45:44 and that is when Trick uses Pillar of Fire. The attack happens at the very end of 05:45:42 and the very beginning of 05:45:43 where PoF is deployed with maybe a quarter of a second left to spare. It is too fast, the AoE indicator spawns in the same instance the damage takes effect. That is a massive change from Live PoF.

15m in fact is average mage distance to enemy bruisers.

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Yea maybe it would not hurt to add few more frames to that animation. ITs fast. But so are other in game skills: penshot, bb azoth shot and many others.

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Every wpn should feel strong but not op at least, fs its not op for sure but gs or musket and hatchet(those +10k heal while on sacred lol) needs those nerfs for sure

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Who said they deserved a buff? Those have not changed but PoF being perhaps 0.25 s too fast and Flare being unblockable makes it difficult to avoid outplaying the Firestaff user when you do not have to deal with Ice Storms on top off you, Aimbot Pylon doinking you, or Meteor Showers spawning on top of you. Flamethrower has nice synergy with Backdraft which is actually cool tbh.

It is difficult to say what the Devs intentions are, but the game has Action Combat, thus I would like to at least be able to react to damage, cc, etc. instead of just getting hammered with hard to read abilities. Admittedly abilities like Reap, Leaping Strike, Steadfast Strike, Skyward Slash, and Pen Shot give few cues, but if I had to decide, I would like to give more time for people to react even though the fast paced combat is indeed enjoyable.

But there are many skills in game that are fast. To one i already metion you can add leaping strike. And tbh i preffer to get hit by pof than leaping strike. PoF is just dmg. Leaping strinke is dmg and perma slow in fact.

So maybe animation can get few more frames but i would not skill op couse of it. Many more skills in game that are more deadly have way shorter animations.

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Hey I was in your first opr in that vod! Was Prexx PTR on your team, got a solid 1. performance rocking meteor shower instead of burn out that one.

Flare should only explode if connecting with a player or a Mob

Not shooting heavy attacks at the ground :confused:

It is also proccing on players who are dodging through the heavy attack. You avoid the damage but it still interacts with your players model, stops there, and then explodes. I guess I need to see if that is the case with Explosive Arrow and some other stuff, but feels mid and unintended from my perspective.

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I think idea behing it exploding is to help with mages 2sec slow. When you have mele charging on you there is not much time and dmg you can do. So i think this is reason it does explode like small fireball. And it should stay like this. But mabe they should lower dmg from explosion. So difrect hit would be normal heavy but explision part 70-80% of normal hit? That would reward good aiming.

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