Tree of Savior Forum

KTEST] New Fireball

Your thinking of how things currently are you sheep. Start thinking of how to best apply what you will have to work with. My point is fire ball will still be good, just not broken.

Yeah thats why im thinking of dropping pyro out of my build. Since it has no synergy left with any other classes.

except linker -.-. Multi hits are not very good with the link changes. for linker to shine you will need skills like the new fireball or meteor etc.

Linker is not a class that especially has combo with Pyro, Im telling you, you can link and cast Ice pike to deal more damage than 2 fireballs.

Honestly It would be much better if they just removed the overheat from fireball and made it %1000 or something.

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… no it doesn’t have to but in context of the new changes on both classes it would be a good pair. And ice pick might deal more damage in the short run but over all give you less damage out of you link over all, I don’t get why you don’t understand this.

11 Larger hits like fire ball meteor etc will give your link more total out put than say a multi shot which is low % per hit and will use up almost the entier link.

I couldn’t find the ktest cryo-linker video that I have watched before but let me drop this to you for you to compare your rank 2 classes.

Think of it as a compensation.

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Sigh

You trying to compare ice blast to fire ball which is currently glitched on ktest, please review the ktos thread for more details.

A skill weaker than a bugged/glitched skill that can hit damage cap is not a good justification.

idk, but that kinda looked like it’s gonna get nerfed or fixed soon.

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it is not glitched, glitched one hits 555.555 which would one shot the boss.
also, here you go

I know you will say she used rune of ice but that is my exact point, pyro has no synergy left with higher ranks.

And I am comparing a “Rank 2 Class” to “Rank 2 Class”.

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Why are you guys even arguing about changes on a TEST server? Nothing is concrete and things get changed weekly on the server. They are testing different mechanics, the whole point of the server.

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Even tho its pointless because its internet, I find it fun to share my ideas. And try understanding other people. Ofc its test server and nothing is final, but it might help others decide on builds, etc in the future. I wont have anytime to argue when it is released :slight_smile:

How can you decide a build on something thats forever changing at this moment? You got until at least the summer before we even get this rebalance. Thats a long time between now and then. Also we get to reroll our classes as much as we want with the coming event with the rebalance.

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Yea I told you there is no point and I am aware.

Think of it more like a hobby.

what about the pyro kino combo ? still working ?


it works but it is so hard to keep it because fireball dies in 1 hit.

but is deal more damage to ? the fire ball scale with 300% Matck at lvl 5 ?

I cant really tell, In the vid the combo deals no damage. Only fireball explosion does. Maybe that has something to do with flying mobs.

The “shards” are considered a “ground skill”, can’t hit flying enemies.

The damage formula seems to be about the same as now, based on Fireball’s damage.

But yeah, combo is pretty situational/bad now since it will end if anything walks near the ball.

@OP
IMO, i like the new Fireball, however it still needs more buffs. Either
a) more base damage,
b) become a ranged skill or
c) make the burn attribute proc with 100% chance (since burn damage is stronger now, it would a more consistent DPS and easier way to setup Flare against moving targets)

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The New Fireball is pretty much in line with all the other Pyro Skills based on Cooldown.

Flame ground 85.92%
Flare = 73%
Fireball 66.13% + Burn damage.
Fire wall: 72.17 - 179.55%

Which may make it seem obvious but look at the growth of each skill…

Fireball 15.4% (2 overheat) 30.8%.
2.05% Gain per lvl over CD.
Flare is 2.27% Growth
Flame Ground is 2.688%
There’s not even a whole point of difference in their scaling.
Which basically means after level 1. There’s no large gains for leveling any one of them over the other. Just what is more convenient/practical.
Which is giving you choice.
Although Flare being conditional makes it a hard sell.

Enemies can move out of Flame Ground and it doesn’t hit fliers. Ultimately making Fireball the best out of them all for simple general use. Hell it even persists on the field for a long period of time which gives it PvP Zoning use and it can be duplicated by Sage…

Meh I find Fireball Alright.
The more I think about it the less valuable the new Flare becomes because of the conditional requirement. Probably Why I only have 1 point in it to make use of the base since there’s not enough growth per level to justify really giving up points elsewhere for it unless I really wanted to Burst something down within 3 or 4 skill uses.

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I don’t want to extend this discussion anymore since it makes me sad (as I ONLY play with Pyro because I think she is incredibly stylish), but after analizing the consequences of this modification, this are my considerations:

This Fireball adjustment is sloppy. It doesn’t contribute to the game overall concept: combining unique classes and creating combos between them.

The problem of the current meta (pyro’s really high DPS) is not the pyro class - it is the Agny Necklace. There was 2 simple ways of solving that: nerfing or eliminating Agny Necklace from the game or lowering pyro’s skills base damage.

They did neither of those. Instead, they chose to modify the skill mechanics (from multihit to singlehit), killing most of the class synergies with other classes (which goes against the whole purpose of the game. After all, ToS is all about combining classes).

Before Agny and recent Pyro buffs, it wasn’t a great class - it lost to almost all classes in DPS, but I still enjoyed it - because it inspired me to create great combos with its main skill - Fireball. It wasn’t great, but had a few quirks which could be used (hitting 15 times, its long duration, the burn and the possibility of being thrown around).

Now, what unique thing does the Pyro class offers? 1-hit boom damage? This modification is simply sloppy. It kills all the potential of the class - not only its DPS.

I listed below all the combos that were destroyed by this (I’m not talking about DPS, I’m talking about unique and simple combinations that were fun to use):

-Fireball + Snow Rolling (cryo+pyro great combination, the fireballs got stuck in the snow ball, dealing continuous damage. All cryopyros are dead now - no synergy between those 2 anymore)

-Fireball + Joint Penalty (before you could link the enemies TO the fireball, giving them x2, x3 or even more damage, based on how many fireballs you had - not anymore. The synergy between pyro and linker, although not dead, is now much worse)

-Fireball + Psychic Pressure (it made fireballs continuously explode, dealing area damage. Now there is almost no reason anymore to put Pyro and Kinos together in the same build)

-Fireball + All Thamaturge Swells (it was great because the bonuses were applied multiple times. +300 damage would be +300 x 15, because of the multi-hitting. Now Thauma’s buffs are puny: +300 to a single hit is nothing compared to +300 x 15 = +4500 from before).

-Fireball + Pass (the sole reason I got Chrono3 was to multiply my fireballs with Pass - so I could do more combos with them, spreading them around, creating a mine field. Now I got another 1-hit boom with low damage instead of the possibility of creating a mine field, putting 3 circles of my build in check).

-Fireball + Micro Dimension (I just got Sage - ONLY to be able to multiply fireballs. What use is there Micro DImension now for Pyro? I cannot multiply anything anymore. Another dead combo, another dead combination).

This combos were but a few. There are many weird combinations out there that were damaged as well. Severing the combos instead of reducing the damage is simply a bad methodology.

I’m not even talking about PvP or DPS potential (as I stated, this could be solved by reducing damage; they could make Fireball do 1/10 of it’s current damage for all I care).

I’m talking about the fun of strategizing and combining skills. Fireball had something unique and they cut it off, not ruining just Pyro, but a lot of other classes as well.

It has now LESS combinations, LESS possibilities and the new metas will be MORE difficult to be avoided - after all, why would I have a Pyro3Chrono3 if Cryo3Chrono3 is superior in ALL aspects? Why would I pick Pyro now if all the other classes also have similar skills - except they are better?

Summing everything up, that line of though - padronizing skills, removing their unique assets instead of balancing their damage - goes against the whole purpose of the game, being just plain bad game design, and I’m just sorry for it.

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