Tree of Savior Forum

Design Breakdown - Pyromancer

WARNING - This thread isn’t made for new players or those that seek guidance on how to use said class, please look for proper threads regarding it such as class overviews and build guides. Design Breakdown is a design discussion thread only and has no purpose to help players on practical aspects of the game.

Starting another Design Breakdown this time not with one nor two, but three classes to cover - Pyromancer, Cryomancer and Psychokino. At first this was supposed to be a duo breakdown but it felt like Pyromancer has some points to discuss regarding Psychokino and it would miss the chance, as it is too much information to be covered (and read) there’ll be a day difference from each release and then the clash will be added later. In case this is your first time on a Design Breakdown topic go to this link for some basic information.

Pyromancer - RANK 2 - ATTACK

“Pyromancers use successive hitting fire magic to fight against multiple enemies.”

Hitting multiple enemies is a big part of the class but it isn’t as accurate as hitting multiple times, after all the class is based terrain and damage over time which aligns with the fire thematics as the element needs something to manifest on. It doesn’t seem like there’s much on the thematic field over the element itself yet it wouldn’t be surprising if the costume also carried some source behind it.


Fireball (D) - Relief

This is a fantasy staple as fire magic is often portrait as fireballs be that by wizards or magical creatures, however those don’t keep the shape after the attack is delivered. A point to address here is how the particles don’t work at all on lower settings and also that after the explosion it will retain the same particle and intensity even tho it loses all offensive value. The deployment animation is a legacy from the old Fireball as it was casted at close range and it doesn’t work as well with the new targeting.

Back in the old days this used to be a really fun skill that served as a deadly trap by dealing multiple hits to all enemies around, currently it is just a bomb that explodes into contact and deals damage to surroundings, and due powerful synergy with Linker forced it to be changed as it melted everything with no hassle. Along with that it used to have a pushing mechanic that any melee hit would move it forward, it was a really fun feature that didn’t worked as it couldn’t anchor on enemies which contributed to this last version. Changing the approach made the skill lose all the identity value it had and also removed its tactical value as a single hit isn’t as threatening than having constant damage, the Flare interaction is interesting but doesn’t really work as each faded Fireball can only hit one enemy at time instead of exploding again, even with overheats it isn’t really effective. Just as other skills with 5 OH Fireball doesn’t benefit much from it as it takes too long to deploy them and having power scattered only slows down the whole process, it’s still useful when used directly at enemy location but doesn’t seem that effective compared to higher rank skills that are faster and stronger.

As the major issue was to stack Fireball a clever way to work around it is by having a debuff applied to enemies on touch that limits them to receive only one hit from it even if multiple objects are in contact. The current version is functional but it lacks something to sell it out as no matter how good the skill is it will feel boring.


Fire Wall (E) - Counter Lead

Due fire’s natural characteristics of consuming it can spread easily and, on narrow places, it makes difficult to cross even short distances, even when it is possible it comes with risk and is likely to get the crosser harmed. The visuals seems to lack polish as the upper part of the fire cell seems broken, but that may be due optimization issues or by running it on lower quality, and depending on the angle some cells can hide missing ones giving the impression that the wall is still up and this gets worse with overheat and overlap.

Fire Wall used to be a skill that allowed players to adjust the cells at will but didn’t really work as it lacked a floor and took so long to reach an acceptable cell count. Here we have some misinformation on the skill itself as it doesn’t deal 5 hits when entering a cell, instead each cell can deal 5 hits before disappearing and, as much as the final result is the same, it isn’t friendly for those that don’t know about the skill nuances. The current version fix the cell problem as it’s fixed at 8 and changes the format to a straight line, each cell can deal up to 5 hits based on enemy ADR (kindly corrected by Satoru) and goes up to a total of 40 hits per cast that rises to 120 with overheats. In theory it sounds quite powerful but as long straight line it is hard to really make use of it specially as the wall is 90º degrees from the character, it wouldn’t be much of an issue if the enemies were hold back by the fire wall as they can cross it and that’s only addressed at c3 with the new attribute. The only way to really make use of Fire Wall would be by using it against large monsters yet that is render useless as each cell takes enemies ADR, bosses that would take the most of it takes only 8 hits ber use if they take all cells. It also feels disappointing to have as impressive looking to disappear in the blink of an eye as a crowd walks by, what defines this skill is how it has tactical use but those mechanics stand in the way for it. There’s also a debuff that can be applied to enemies that enter the cell but it only serves as a Flare source and can be overwritten by Flame Ground.

Regardless of how the skill is executed those cells should last long enough to be a threat, it could be more effective to change it from straight damage to a burning debuff that refreshes on enemies inside the cells. This approach benefits less from concentrating walls but can be better for consistency and also allows it to deal damage to more enemies without being abusive with infinite hit cells.


Enchant Fire (F) - Complement

Among Pyromancer’s kit this seems to be the only one without a strong connection with the element itself. It’s interesting to see that the basic attack changes into fire bolts for wizards yet that could be extended to at least archers as well as flaming arrows were used in real combat.

Enchant Fire was taken down drastically with the Pyromancer update, it used to be an useful party buff that granted some Fire Property Attack and an extra line which is quite helpful for more attack oriented characters but now requires Spiritual Chain to be shared. By making use of elemental properties the skill is useful for damage over time and basic attacks, however as it lacks floor it requires too much commitment to get to noticeable values which won’t even top 1k at max level with dedicated investment. It just doesn’t make sense to prevent this skill to be applied to party when elemental properties higher point is with basic attacks and wizard is the class tree that does it less, as much as this helps Pyromancer with some extra damage it doesn’t do much for the amount of points required to reach it.

Here it can be interesting to change the approach of the skill as a whole and have the elemental property with full power from scratch, it’s way more beneficial for Pyromancer to have Enchant Fire to have a chance to burn enemies when using basic attacks and have either damage or duration increased with level. By taking this route it makes sense to have it as a self buff only and can also be useful for party members when shared, this also empowers Flare indirectly as it helps to spread burning and raises the chance to apply it.


Flare (B) - Relief

Intentionally or not this seems like a reference to a famous anime which a character does ignite enemies by snapping its fingers, regardless it does fit the skill mechanic perfectly as it has screen range and is directed to burning enemies.

Flare is an overall good relief skill but misses the chance to make full use of Pyromancer by dealing only one hit regardless of how many burning skills are applied to the enemies, it could also be delivered as extra damage but on a single damage line and if that is done it is nowhere communicated.


Flame Ground (D) - Lead

This skill represents heat and how it overbearing power can be seen, it gets a wide area that consumes the enemy life slowly and constantly.

Flame Ground used to be a ground targeted but it seems like it was changed as it was hard to keep enemies inside it and now it is takes the caster location with at least double the radius, that isn’t the most elegant way to fix it. The issue tho is that having a basic skill with that much coverage trivializes the power it has, in early stages of the game that can be enough to kill all enemies on the first hit which may make players question why to bother with other skills at all, and along with the low cooldown it can be enough to destroy low and mid level areas with no hassle.

A more elegant way to address this issue is by having Flame Ground to expand over time, instead of having a fixed size it can start small and grow by each hit interval and spread like real fire, and as a matter of fact the current skill size is way beyond rank 2. Not only that would make the skill way more impressive but will also align it back to the rank placement as screen wide is way too much for a basic rank 2. That also allows it to go back area targeting which is more natural for a fragile class such as wizard.


As the starting circle we get a basic functional kit that is focused on having damage spread through the field, there’s no direct attack here with the exception of Flare that requires a burning effect to be used. Both Fire Wall and Fireball are skills that use trapping mechanics yet they don’t really support this use as traps need to last long enough and have to apply proper punishment to those that trigger it, instead they are more into marginal use which waste their potential as threats.

Another factor to notice is that, aside for Enchant Fire, all skills have their damage increased with level and even being distinct enough from each other don’t feel interesting to level. On the practical side Flame Ground is noticeably ahead along with Flare that can be used in its prime in combo, this is further expanded at c2 with the diffusion attribute on Flame Ground as it decreases Fire Property Resistance and lingers even after the skill expires.


Fire Pillar (B) - High Lead

It may be a stretch but it seems like Fire Pillar tries to be the burning bonfire, the way it works as a fire prison resembles witch trials as they’d burn alive without a chance to escape, yet that may not be the real inspiration for it. The ascending motive is well executed as enemies are dragged upwards just as heat raises naturally.

As the only skill with control capability on Pyromancer it is acceptable to be delivered as a fake stun as fire raises. The issue tho is how it just feels like an improved version of Flame Ground, as it deals more damage and last longer, but that doesn’t seem much of a problem as they can be used together and that can be seen as the old Flame Ground had the same size. There’s also this Fire Pillar debuff that stacks up to 10 times which seems would be likely to increase the damage received from it yet it doesn’t have any information available on what the real effect is nor what the stacks do.

It may be interesting to have Fire Pillar as a shorter duration skill with even more damage condensed as the current 10s of control is too much for Pyromancer, that could also help to get those skills more distinct.


With a single skill added it doesn’t make the class play that much different. Fire Pillar does a great job to secure Flame Ground damage as it lasts longer than it and has this fake bind component and prevents enemies to escaping it at all, along with that it also allows Flare to take advantage of it, and impressively that’s enough to sustain the circle by itself.

Despite that it may be better for this circle to snatch one of c1 skills as the 5:1 distribution puts too much weight on on side and also prevents skills to be expanded, Fireball, Fire Wall and Enchant Fire are all great candidates for it being the latest the most appropriated for mirror match of Cryomancer. Fireball and Fire Wall have more potential to be improved overall and can even recover some of the old components with this delayed placement such as having multiple hits back or cell count increased with level.


Hell Breath (A) - Grand Lead

At medieval europe people believed dragons lived across the land and that they could breathe fire, later on this same concept was brought to world war I with flamethrowers, and that itself is enough to justify it.

Hell Breath makes great use of channeling, it is satisfying as it deals damage in short intervals and can be redirected at will for the whole duration, not to mention it negates physical damage. Having the debuff to increase fire damage wraps the class when using Flame Ground and/or Fire Pillar along. It’s nowhere stated but the channeling lasts up to 10 seconds and seems to be uninterruptible.

It feels like having Hell Breath extended duration instead of damage factor could be more interesting for what the skill does, as a channeling it can be a skill that doesn’t need to be maxed to get the full potential damage and work in lower levels for builds with more skill rotation. That won’t necessarily make it better but it’s another way to approach it.


Hell Breath is a solid conclusion for the class that comes with a twist, this time the fire source isn’t on the terrain itself but turns the caster into the source as an terrain object. Along that there’s also the Fire Wall knockback attribute that gives the skill some real use opposed to a questionable damage source.


Conclusion

Pyromancer used always had a solid identity but as damage over time is a slow damage execution, that in this case has conditions, it is hard to balance to be satisfying at low ranks and useful at endgame. Flame Ground is a great example of a skill that was lackluster and with the wider area was changed into skill that melts all beginner’s content. It also feels like Enchant Fire and Fireball requires some extra attention, they do have their use but at their current state it doesn’t feel like they do much. Regarding Pyrite, it may be more interesting to get it to Enchant Fire as buffs work better for catalyst use than actives and even Hell Breath being worthy of such it feels more like a nuisance.

Using fire to deliver a damage over time works but going for growing power can be more effective, the real deal with this element is how it consumes everything it can and destroy it and that isn’t done. In their defense it would be even harder to balance for a starting class with skills that grow and spread yet the theme isn’t fitting for higher ranks, taking those in mind it was the wisest decision to have it on this direction.

C 1 C 2 C 3
Identity B A B
Theme B A A
Gameplay C A A
Cohesion D C B
Point Distribution C C C
Dropout C B A

The discussion doesn’t end up here. If you haven’t read Cryomancer’s and Psychokino’s go take a look at the overall points at least as those are shorter to read and going deep on skills isn’t that necessary, it’s too much to ask to read all them so if you’re already aware of the classes just skip to the end.

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Before starting the it i’d like to put a small disclaimer. This isn’t the usual Design Breakdown as the point itself isn’t to take only the classes but also how they relate with their siblings, for ToS it is way harder to have classes that compete in certain fields as players have to chose between class A, B or sometimes even a C and for this matter i’m taking three classes that have entangle in gameplay and identity, this doesn’t mean other less alike classes are free from those issues.

My whole point here will be to bring the discussion up more than having those three bare to their bones, for that i ask you guys to bring your thoughts on the matter instead of taking only the classes. I also plan to make other twin clashes as well for this same reason but they won’t use this same structure as each one has different convergent points and some may differences to be pointed as well.

Non related - A poetry of Ice and Fire

Before we start the real discussion it felt like it could be interesting to do some mentions on both Cryomancer and Pyromancer design as they have an unique relationship. From start their identities are polar opposites as one focus on consistent damage and the other goes for mob control, this carries over on how they’re played and even with their themes which guarantees they’ll have unique values and shouldn’t clash with each other.

When we get into their kits is where the things start to get interesting, every single skill has a counterpart tailored over the identity and it feels completely different. That can be why some skills were redesigned to fit this duality as they lost valuable components for questionable reasons. As for the “special mode” we have two skills that prevent any skill usage during its execution and can be directed around at will.

Small Radius on Enemy Ice Bolt Fireball
Large Radius on Ground Ice Pike Flame Ground
Wall (damage on touch) Ice Wall Fire Walll
Debuff Oriented Damage Ice Blast Flare
Pillar (damage and control) Frost Pillar Fire Pillar
Self Buff Enchant Fire Subzero Shield
Special Mode Snow Rolling Hell Breath

The real beauty on this form of design is how those classes complement each other and if played together can make the most use of their counterpart, that’s something that other ranks can’t achieve and it’s what solidifies this duo as a perfect placement. Anyway, let’s get into the real discussion.


Intersections

At this point many may question why those classes were picked for a trio clash as they’re distinct enough from each other, and the truth is they really are but at the same time any change on them can disrupt the balance. It can sound as an exaggeration but please bear along with it so then you can get your own conclusions. For starters let’s review their identities and playstyle.

Pyromancer - Deals damage over time and deploys magic on the terrain.
Cryomancer - Stop enemies on their current location without the need of being in close range.
Psychokino - Moves enemies around and deals damage over time.

When we take only the rank 2 classes the design line is great as they’re aim for different goals but once we get Psychokino to the following rank the dynamic is weakened, this is due Psychokino being right in the middle of both classes on identity and partially on gameplay. At the end of the day Cryomancer is a control class and having it to get enemies stuck where they are isn’t as different to get enemies stuck into another place, in fact the perceived identity of Psychokino is more into general control as the movement aspect can be overlooked easily over the output its skills provide. As the game allows you to go back to previous classes it doesn’t make sense to have a hybrid class of the former rank, if so would it be allowed to be better than the specialized one at it own job or does it have to be worse than both and be the third wheel.

One argument that can be used in favor of those classes to be more distinct is how each one uses a different element but in ToS that isn’t much of a deal, for a game to have an elemental system it needs a fair range of skills to cover each one of them or few skills with enough availability to have elements as a strategic part in the game. Instead of the usual tactical use the approach here is to have a small bonus and penalty as that fits the game structure better, such is the fact that instead of having high values as 50% or 100% we have only 25% and that is more friendly for builds that lack elemental diversity.

As a matter of fact Psychokino needs some improvement as the base kit is at best clunky and weak at worst and to address it some concessions will be required on it and its siblings as well, the next part will show some issues regarding class identity that are present right now even at this fragile balance state.


Trespassing

Any Design Breakdown starts with an introduction and has a link redirect to an older thread about class design, there i point the concept of Relief skills and why they are important but one thing isn’t addressed properly and that is trespassing.

The role of Relief skills, and that also include Midgrounds, is to present something that doesn’t follow the class playstyle so others can have an option when exiting it. Sometimes players will seek a class for one of two basic skills that are required to their build but they don’t really want to dwell into what the class does and in this scenario it is important to have a completely different thing to pick, the issue tho is how to make it out of the class identity without going into another class identity territory. That’s something hard to avoid and many classes have skills that trespass their fellows but to allow that is to diminish class value, but even if it can’t be avoided it can at least be controlled and reduced.

Pyromancer, Cryomancer and Psychokino have at least one trespassing skill on each other identity and we’ll get into every single one along with some options for them but before we get into it let’s take in mind a new identity component for Psychokino, closure. Psychic Pressure, Telekinesis and Gravity Pole are skills that lock movement and this is an interesting element to be used in concessions.

Flame Ground x Heavy Gravity x Frost Pillar

Those are all skills that have a significant duration and deal damage on enemies on the ground, Flame Ground is at rank 2 while the others are at rank 4. For placement it is reasonable for Frost Pillar to deal damage over time as it is a final circle skill but as matter of fact the damage component is new and isn’t part of the core identity of the skill, in fact the skill could be as effective if it had another powerful component that isn’t related to damage.

When we put both Flame Ground and Heavy Gravity side by side they be taken as reskin and despite the second one be able to hit flying enemies and remove this same property it doesn’t translate to the gameplay feel. Going back to the Flame Ground section i’ve pointed how it can work with a the old circle size and expands over time ending at the current area and that can feels natural for a fire skill, not to say it can regain the ranged cast, gives it an unique feature and is more aligned with a rank 2 power level, which can be enough to widen the gap between skills. On Heavy Gravity side, if the Flame Ground changes apply, it can have the area location changed to the caster and have duration increased by taking small restriction, terminate the skill if the user exits the circle. When talking about game design we need to have in mind that taking away power is as important as improving a skill if that benefits the whole in the long term, yet that doesn’t mean there aren’t other solutions.

Fire Pillar x Frost Pillar x Raise

These are the long duration heavy control skills, each one is a rank appart and following the order takes 3, 4 and 5 as for circle goes as 2, 3 and 3. The irony here is that the earliest skill, from the only class that doesn’t have control as part of the identity, is the one that plays out more effectively on the control side with 10 seconds of inescapable fake stun, has that effect available from level 1, it also deals a lot of damage and has the lowest cooldown. It is unacceptable for a skill at a rank and circle placement as low as Fire Pillar to be the best with less commitment and the easiest way to address it is by cutting down the duration in half at least and compensate it on damage.

That leads to it to Frost Pillar and Raise which is a really one of the most awkward comparisons to do. Both skills have the same duration scaling but the first deals damage, can be used from far, doesn’t have a target limitation and is a rank earlier in the wizard tree, not to say that Raise does follow the class identity but happens that the execution clashes with the natural identity of Cryomancer. A way to have that sorted out is by giving a new component to Raise that can be used as the leveling improvement but that may not be enough to get it, for another alternative the skill can be downgraded to c2 keeping the same duration formula but require the user to be inside the skill to keep it active and so reach up to 15 seconds of control.

Psychic Pressure x Hell Breath x Gravity Pole

All channeling skills, this time at ranks 3, 4 and 5 for circles 1, 3 and 3. Regarding Psychic Pressure and Hell Breath the relationship they have is healthy, both can be redirected at will but the later can ignore some damage and has way more range but when Gravity Pole joins the discussion it gets weird.

Gravity Pole has the same range as Hell Breath but cannot be redirected and doesn’t has a bind component yet they aren’t as far on damage, cooldown nor SP cost which are the least important elements to be taken in consideration. The fact is, when Hell Breath is being used it protects the user by negating damage and while Gravity Pole does that preemptively which means the fire one is slightly ahead. Here there’s few that easy changes that can be done to realign those skills as Gravity Pole seems to be a more of an image from the past Psychokino’s days than a skill itself.

Snow Rolling x Pyromancer x Psychokino

Snow Rolling is the ultimate trespasser, it is a damage over time skill that moves enemies at will in ways that Psychokino would only dream of. The issue tho is how it scales on every single element it can and turns itself into a snowballing skill, scales are an important element when analysing a skill and having certain components to be improved with level tell a lot about their nature. For Snow Rolling having the number of targets increased with level is a sign it tries to move more and more enemies when invested, while the additional duration and damage says it wants to crush enemies as it can. The issue tho is that changing this skill can be a dangerous game as it is one of the few functional fun skills that players love and is also one of the most iconic Cryomancer spells, yet something should be changed here to let it be less invasive.


I’d expect that some will question both Heavy Gravity and Raise nerf suggestions at this point and for that the only thing to be said is that as a toll for being a hybrid class Psychokino needs a weakness that isn’t present on the previous classes and it can be something that incorporates into the gameplay rather than playing with numbers. It’s even ironic and poetic to have this weakness as the own class identity yet it fits the class structure as to move one the other has to stop, it’s something that isn’t explore in the wizard tree as even melee classes can hit and run and that’s an opportunity to do it.


The whole point to get this out is to show that even when we get classes to a vacuum chamber as most Design Breakdowns are done they can still carry issues beyond themselves and classes that entangle into their close ranks can do great harm.

And that’s how we end this first, and hopefully only, trio breakdown. As usual drop comments on impressions and takes on those classes designs along with any kind of correction as i that is the best kind of interaction someone can provide, dropping a like also helps to show the support for the series and suggestions (even about what class to cover) are always welcome. There will be some change of plans for the following weeks, as this was really tiring i’ll do something different between Canooneer and Fencer + Matador.

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Pyro was one of the classes I started the game as, back during its release. I had a lot of fun with it, even before Agny necklace was introduced. Some of my thoughts in the class and its skills (I apologize in advance if I get something wrong, I really haven’t played the class much since the wizard rework):

Enchant Fire: Pretty decent and does its job well, but I think the recent nerf was just a way to force a synergy with linker2…

Flame Ground: This skill used to be so bad, thankfully now its better in pretty much every single way. Most people I’ve seen put one point into it only, just for easy Flare usage, but I think this skill is pretty good at higher lvls with high attribute+agny necklace. It has the big weakness of not hitting flying monsters, but this is somewhat fixed by Psycho’s Heavy gravity.

Firewall: In theory, this skill was one of the best. But in practice, it wasn’t… I don’t know if these have been changed, but this skill used to have 2 very annoying “mechanics”. First, it would do only one hit and disappear when hitting Ice property mobs. Second, it dealt less hits depending on the mob size. But overall I still think its a good skill(for a rank2 skill at least). Now that it always casts 8 tiles regardless of skill level, I think its a good skill even for those who only use Pyro c1.

Fireball: In my opinion, it would be cool if they added an attribute that removes all overheats but makes the single fireball do 5 explosions, with a 1sec wait between each explosion (would also make the Micro dimension dupe attribute more relevant again).
The burn debuff it gives, was really bad. Maybe if it did dmg ticks faster it would be more useful, or had scaling with the skills damage instead of just character INT. Imc already reworked the scaling on the Fletcher’s burn attribute, would be nice to get something similar here.
Oh, and I really like that IMC “revived” the Fireball+PP combo! The synergy with Onmyoji is not very good imo, mostly because of how bad the uptime of the fox is with attributes on.

Fire Pillar: Really liked the increased AoE size, and the CC it does is still nice. Also looks really cool with the special costume on.

Hell’s Breath: Only complaint I have about this skill is that even though its called “Breath”, it comes out of the characters hand lol.

Agny Necklace: I don’t like how if you want to have good dps with Pyro skills you are pretty much locked into using this equipment, kind of kills variety when we always have to use it. Also “kills” builds like pyro3-cryo3, because we cant use Agny+Ledas necklaces at the same time.

Attribute Prices: One of the things I really like about Pyro is how the enhance attributes are pretty cheap. Not having to hardcore farm to make your skills better is always a nice plus, and the extra 10% at the end is a nice bonus.

One thing I always though was a good idea would be the introduction of a red card that gives “+% damage against burning enemies”. Cryo has hydra cards which do something similar but for freeze, so it would be cool to have an equivalent for Pyro.

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I find the change to enhance fire funny as pyro-linker was always the “meta” …

another great Breakdown…

I always disliked the over-dependence of fireball before change and the new change to fire walls…

When I build my Pyro C3 I had only 1 thing in mind, ground and verticality …

No Fireballs, and when walls got changed… no walls…

I love my Pyro, Flame ground and Fire pillar effects were just what I ever wanted and with that flare click…

I love it, but they weren’t the start of the show…

No it wasn’t Enchant Fire, that’s the filler skill to dump all points unused…

it was: Hell Breath

Yeah! I had my doubt about it dmg and thought it was meh! at first sight…

I mean what the fuck is a horizontal skill gonna do on my vertical build…

But after walls were out and I used it…

It just clicks…

Is rare to explain, it feels right, it feels at home :blush:

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My only complaint with pyro is hell breath. It being a channel takes away the reset of the kit. Then this attempt to hybridize it into an offensive and defensive CD just makes it warrant the long cd and yet you will ever really only use half of the skill: either to do damage or block melee (doesn’t even block ranged or magic making it useless in “protecting the channel”).

To make it more interesting hell breath could shoot out fireballs making it a CD that actually uses the kit instead of just a new spell.

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I feel that as the ranks go higher, lower rank classes especially “DPS focused” classes such as Pyro and Kino are going to get more outclassed. We all know the meta DPS is ele+warlock/feather. I feel in order to give a variety of classes, why not have attributes that you can unlock at rank9/rank10 if you manage to go C3 of a specific class? In this case, maybe rank10 attibutes for Pyro/Kino to make them good DPS

All the had to do is change Fireball into 2 OH and multiple the damage by 2.5

With Fireball dealing more damage, it increases FB-PP damage combo AND it becomes a QOL buff for FB + MicroDimension Combo (and revert whatever change they did with Microdimension Clone attribute)

You are still somewhat misinformed about Firewall hit count yourself, as most players seem to be since this game launched (including Pyro players).

The new version is still affected by the target’s AoE Defense, the same way the old Firewall was. Formula being: number of hits = tooltip value / target’s AoE Def (with rounded result).

So, even if we have fixed 5 hits at all levels in the tooltip, each Firewall tile will hit

  • 5 times on enemies with 1 AoED
  • 3 times on enemies with 2 AoED
  • 2 times on enemies with 3 or 4 AoED
  • once on enemies with 5+ AoED

And i wish master circle/rank10 attributes for Pyro will bring ways for Flare to hit multilpe times and make Hell Breath a fire-and-forget type of skill (leave your staff on the ground spitting fire while you go do something else)

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