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[PC] Living Fire rework

darthtzarrdarthtzarr Member Posts: 1,003 Arc User
edited August 2017 in The Temple
The DC feat 'Living Fire' was reworked during the DC rework on PC as of mod 11b. It was reworked in two ways. How it procs, and the way the buff works once it has procced.

It was changed to only proc if you went from above 30% HP to below 30% HP, and it can never proc again until you go over 30% HP again. This could proc every time you soulforged at least (like it used to), but the buff is lost on death. This means that if you soulforged to reach 30% HP, you still do not get the buff.

Because of this change, this feat went from very bad to unusable. Was there any specific reason why this feat (the only one reworked in the DC rework) was reworked to make it even harder to incorporate into a build? Generally speaking, if a condition is nearly impossible to pull off (this feat likely can be procced [by accident] maybe once a dungeon if you are lucky), why is the benefit as small as 25% increase?

Not saying anyone wants it, but even a feat that read as:
When you are revived from a dying state, you gain 25% increased damage for 8 seconds.

Is more useful than the current Living Fire, and even this feat would be bad.

The reason I bring up this feat and not all the other DC feats with issues (I will gladly list them if it will make a difference) is because this one actually got reworked, and it got reworked from bad to worse. Out of all the feats that are useless, why this one? And out of all the possible solutions, why this one (that doesn't even solve the issue)?

Signature [WIP] - tyvm John

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Comments

  • rjc9000rjc9000 Member, NW M9 Playtest Posts: 2,405 Arc User
    edited August 2017
    Cryptic logic, yo.

    "Let's make a feat which only works when you're about to die even WORSE!
    We need to reward players for sucking!"

  • jojo#2051 jojo Member Posts: 48 Arc User
    didn't they fix ancient warding and templars domaine, too? i personally couldn't careless about living fire since righteous already offers many valid choices. every class has some garbage feats^^
    the crappy tier 3 heroic feats are really annoying though.
  • darthtzarrdarthtzarr Member Posts: 1,003 Arc User
    jojo#2051 said:

    didn't they fix ancient warding and templars domaine, too? i personally couldn't careless about living fire since righteous already offers many valid choices. every class has some garbage feats^^
    the crappy tier 3 heroic feats are really annoying though.

    They fixed those feats, which contained bugs (such as a hidden 5 minute cooldown). This feat actually had its functionality changed. That's why I didn't understand, and decided to ask. Out of all the feats to rework, why this one? And out of all the possible solutions, why this one?

    And I personally don't think its okay to have intentionally bad feats be part of a class design. Why even have options if half your options are just so bad that you cannot ever use them under any situation no matter what content they release into the game.

    Signature [WIP] - tyvm John

  • jojo#2051 jojo Member Posts: 48 Arc User
    guess you're right. i personally would've liked to see something like up to 25% additional fire dmg the less hp you have.
  • plaviaplavia Member Posts: 540 Arc User
    in last cleric update they only fixed broken feats
    Reporse soul didn't heal now its ok
    Templayer domain had 5min bug...
    Piercing light used to give 10% for one point, now it should ok

    Living Fire used to give 25% piercing damage.
    i guess in the case of living fire the didn't want to fix/nerf unused feat so they change it abit.
    still one of the weakest feats outhere
  • jojo#2051 jojo Member Posts: 48 Arc User
    A friend of mine told me today that he still doesn't procc repurpose soul with chanis. So i'm really not sure whether it's been fixed completly
  • darthtzarrdarthtzarr Member Posts: 1,003 Arc User
    None of the powers that didn't proc repurpose soul were actually fixed, Daunting Light and Flame Strike still don't either. They also claimed to have fixed Prophecy of Doom's cooldown resetting, but that's not fixed either. They put it in the patch notes, but it wasn't fixed.

    Signature [WIP] - tyvm John

  • jojo#2051 jojo Member Posts: 48 Arc User
    Woooooow... disappointing. but i'm not even surprised...
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  • darthtzarrdarthtzarr Member Posts: 1,003 Arc User
    edited August 2017
    grrouper said:

    jojo#2051 said:

    A friend of mine told me today that he still doesn't procc repurpose soul with chanis. So i'm really not sure whether it's been fixed completly

    Chains has become so flipping buggy this mod if it was not bad enough before . But now we do not even get any stacks of empower from chains until they do damage and i have seen many times where the chains will not proc damage even when used at the feet of enemies and just screw up rotations . On test dummies i have seen chains start off giving empowerment only to stop working after a few casts so i assume the same thing happens in dungeons or other battle. I have heard in PvP the chains stop working after 5 to 10 minutes . Not sure what to think but i have yet to see any good outcomes from anything the devs manage to rework.
    Actually, the issue isn't that you don't get empower stacks. Chains literally isn't hitting some enemies (such as the T-Rex) under most normal conditions.
    http://plays.tv/video/5988f5391c4996faa5/chains-blazing-light-versus-topple-able-enemies-
    Note that it doesn't even deal damage

    EDIT - and yes the video is of a Tyrannosaur not a T-Rex
    EDIT2 - The chains simply do not detect that the T-Rex is there, and wait until either they expire or another is cast to vanish

    Signature [WIP] - tyvm John

  • This content has been removed.
  • darthtzarrdarthtzarr Member Posts: 1,003 Arc User
    grrouper said:

    grrouper said:

    jojo#2051 said:

    A friend of mine told me today that he still doesn't procc repurpose soul with chanis. So i'm really not sure whether it's been fixed completly

    Chains has become so flipping buggy this mod if it was not bad enough before . But now we do not even get any stacks of empower from chains until they do damage and i have seen many times where the chains will not proc damage even when used at the feet of enemies and just screw up rotations . On test dummies i have seen chains start off giving empowerment only to stop working after a few casts so i assume the same thing happens in dungeons or other battle. I have heard in PvP the chains stop working after 5 to 10 minutes . Not sure what to think but i have yet to see any good outcomes from anything the devs manage to rework.
    Actually, the issue isn't that you don't get empower stacks. Chains literally isn't hitting some enemies (such as the T-Rex) under most normal conditions.
    http://plays.tv/video/5988f5391c4996faa5/chains-blazing-light-versus-topple-able-enemies-
    Note that it doesn't even deal damage

    EDIT - and yes the video is of a Tyrannosaur not a T-Rex
    EDIT2 - The chains simply do not detect that the T-Rex is there, and wait until either they expire or another is cast to vanish
    We used to get stacks of empowerment from each divine chains we cast but now we only get stacks if they do damage. Totally sucks now and why should we only get a stack if it does damage ? pretty sure that is a bug and has to do with the devs messing with D chains not giving AP yet this only started around mod 12 . Any other encounter used will give a stack with divine encounter cast even daunting light. So really this is just broken by the devs when they removed the ap gain from it.
    It has been the way it currently is since as long as I can remember. It does seem a tad goofy though.

    Signature [WIP] - tyvm John

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