Perfect timing and ignite feedback

So, these are two mechanics that are making me confused/worried about the game
To explain, I'm playing a melee phys to fire infernalist and I know I want to eventually go ignite. But, 2 of my skills (Sun orb and perfect strike) can garantee ignite, making every "chance to ignite node a dead node... It makes building ignite quite confusing, expecially with the new ignite calculations. Maybe adding some fire damage to the chance of ignite nodes and vice versa could help there

Now, perfect timing is... Weird... I'd not the biggest fan of the playstyle, but the damage multiplier is very attractive, if, and only if, I hit the right timing, otherwise the skill is worse than auto attack.
I feel that leads to bad gameplay, if the timing has the best damage, most people will want to learn the timing for that juicy damage, if not, people will skip it; and whenever they miss the timing their build will suck.
I would suggest make the skill less 8 or 80... Make the charge unleash a fire ball regardless of timing, have a small damage boost on perfect timing and something like "cant miss" or "extra crit chance" being also applied
A similar critism can be given to magma wall as it also has good damage on good timing, but if I miss the time, I might as well not have reserved the spirit. Maybe giving it a passive return damage and a generic damage reduction during the perfect timing as a way of allowing people to block slams?

So to resume,
- chance of ignite shouldn't feel like a dead node
- perfect timing shouldn't feel perfect if I get the timing but awful if the timing is right
Last bumped on Dec 10, 2024, 2:58:49 PM

Report Forum Post

Report Account:

Report Type

Additional Info