Please Improve Healing Flames!


Actual007

 

Posted

It doesn't look like you are going to give Brutes a Regen secondary. Most people seem to agree that Fiery Aura is sub-par in both the PvE and PvP departments. So please fix it!

My suggestion is to make Healing Flame at least as good as Reconstruction. I mean FA has a self heal and people with it still take Aid Self

And why do I care? Why not just choose a different Brute secondary you ask? Beacause Fire Shield and all the rest of it look so damn cool! Please don't let such a badass looking power set sit on the back burner any longer (pun intended.) Give FA a boost!


 

Posted

/signed.

HF should be 25% heal with a 1-2 second activation.

Not a 17% heal with a 4 second activation.


 

Posted

more than just healing flames need to be fixed in FA. like give me a reason to take temp protection, and id like to have a useful tier9 power.

i remember when i actually used to use burn...


 

Posted

/Signed.



In light of all the changes and the introduction of ELA, I honestly think the dev's need to look back into fixing FA. It's a "decent" set, but boy does it's ability to absorbe damage in pve pale in comparison to other sets





Later.


 

Posted

[ QUOTE ]
It doesn't look like you are going to give Brutes a Regen secondary. Most people seem to agree that Fiery Aura is sub-par in both the PvE and PvP departments. So please fix it!

My suggestion is to make Healing Flame at least as good as Reconstruction. I mean FA has a self heal and people with it still take Aid Self

And why do I care? Why not just choose a different Brute secondary you ask? Beacause Fire Shield and all the rest of it look so damn cool! Please don't let such a badass looking power set sit on the back burner any longer (pun intended.) Give FA a boost!

[/ QUOTE ]

Although I support your premise, asserting that valid reasoning to change it is supported merely by everyone thinking it needs fixing isn't the best supportive argument to be made. (thats a lot of supporting)

If things got fixed on the basis of consentual agreement, the game would be a lot more worse off than it already is. I agree that HF, and in whole the entire /FA set needs some tweaking, but there are many well documented and supported reasons to be found in previous well discussed and mulled over posts.

HF needs fixed because it is bugged, plain and simple. Castle has stated that fact on this forum and I think he's confirmed it in a PM to another poster, whose name happens to slip my mind at the moment. I also think Temperature protections values should be reversed - the higher resist number being applied to Cold damage instead of Fire. This would bring Fires cold resistance up above the 25% mark and make it more viable - as a whole.

I also think that Consume should be auto-hit, just like every other defensive based endurance recovery/drain power. Dark consumption from the Dark Melee set requires accuracy, and this makes sense, as it is in an offensive Primary power-set. Why consume requires a "to-hit check" when energy drain from the EA set does not, is beyong me. This further penalizes the power-set for no obvious reasoning, at least as far as I can tell. Since Fiery embrace does not buff accuracy at all, that cannot be a caveat that would make it too powerful...the damage from consume is less than 1 BI, and it technically doesn't "Drain" endurance. Making it auto-hit would be a boost that would help FA while not making it dispropotionally over-powered, at least comparatively speaking.

I also think that making all of FA's defensive toggles have a rooting animation is also, comparitively speaking, unbalanced. One or two is fine if you have many to run, but not all of them should root a player. Combined with the fact that most if not all players take combat jumping and aacrobatics to cover the lack of knockback and ready immobilization protection (sans Burn), this further penalizes FA because Acrobatics roots as well. Throw in tough, and it takes approximately 8.5 seconds to retoggle every shield you have, and you can't move at all while doing so. Either Fire shield or Plasma shield needs the rooting effect removed. Of course, that is only wishful thinking, and actually one of the lesser gripes with the set, but still it is a valid one in my estimation.

Power of the Pheonix either needs a stronger disorient magnitude, or it needs a built in minor-detoggle chance exactly like soul transfer benefits from. Soul Transfer isn't scorned as much as Rise of the Pheonix because as a Rez, not only do you come back FULLY healed, but you also detoggle just about everything and anyone around you. The detoggle is so strong, even Granite armor can be dropped by it. Id prefer that the disorient magnitude be raised to possibly threaten melee types with Status protection toggles on, as I think the Detoggle mechanic as a whole is a bad idea and apparently the Developers agree with that premise, but attached to a ressurection power, I wouldn't complain nor do I think many would. They did have to die in order to use it. Not much you moan about there.

Those are some things I think could be tweaked with FA to make it very comparable to other defensive power-sets without making it unbalanced.

Simply saying it needs fixing because everyone thinks that it does just doesn't cut it for me. Sorry.


 

Posted

[ QUOTE ]

The "post heal" inanimation REALLY chaps my hide.

[/ QUOTE ]

Along with every other player to ever have taken the power, including me.


 

Posted

Castle acknowledged that Healing Flames is bugged at 17% heal instead of 25% as intended. He also said he would refer it to the animation department to have the long animation time looked at.

It'll happen, it'll just take time.

I would also like to see the toggle animation times shortened. I rolled up a /elec in the RV test, and I turned on the toggles...then turned them off. Why? Because they toggled on so suprisingly quick that I assumed lag must've started the toggle-light spinning without actually turning on the toggles. FA takes the entire length of a Burn to turn on all its defenses, 8+ seconds. It's a pain the [censored]. I was stunned to see toggles activate so quickly.

Are these long toggle animation times really balancing anything out? It seems like they only serve to annoy the player needlessly. But this is just a quality of life issue, very very low priority.


 

Posted

First off, don't get me wrong, my /fire brute would love a stronger healing flames, and I think compared to /dark, Fire deserves a little help.

however, if it's survivability at issue, and this is a thread about survival powers, remember:

It's /EA NOT FIRE that has lower survivability than an I7 SR scrapper, even including hp, in all the damage environments i've ever logged. That's a brute that is more delicate than the least durable scrapper currently in the field.

Fire isn't even close to this fragile.

Aid self you say? try taking it on a /fire. Any trick an EA can pull to increase durability, a /fire can pull as well.

If end drain powers and toys are a concern, I'll agree that EA does better, for now.

I'm fully expecting to change my mind on that once I can use a PP immob with a buffable burn, but I'll just have to see.

Buff EA first, but sure, buff healing flames too.


The cake is a lie! The cake is a lie!

 

Posted

While I agree with some of what you are saying, it's a tangent best left for a whole new thread. Basically what I'm saying is, don't get me started on /EA...


 

Posted


fair enough. A new thread then...


The cake is a lie! The cake is a lie!

 

Posted

[ QUOTE ]
[ QUOTE ]
/signed.

HF should be 25% heal with a 1-2 second activation.

Not a 17% heal with a 4 second activation.

[/ QUOTE ]

/agreed

Fix the Tanker version as well

[/ QUOTE ]

If the tanker version has the same bug, then that goes without saying. What's good for the goose is good for the gander.


 

Posted

[ QUOTE ]
[ QUOTE ]
It doesn't look like you are going to give Brutes a Regen secondary. Most people seem to agree that Fiery Aura is sub-par in both the PvE and PvP departments. So please fix it!

My suggestion is to make Healing Flame at least as good as Reconstruction. I mean FA has a self heal and people with it still take Aid Self

And why do I care? Why not just choose a different Brute secondary you ask? Beacause Fire Shield and all the rest of it look so damn cool! Please don't let such a badass looking power set sit on the back burner any longer (pun intended.) Give FA a boost!

[/ QUOTE ]

Although I support your premise, asserting that valid reasoning to change it is supported merely by everyone thinking it needs fixing isn't the best supportive argument to be made. (thats a lot of supporting)

If things got fixed on the basis of consentual agreement, the game would be a lot more worse off than it already is. I agree that HF, and in whole the entire /FA set needs some tweaking, but there are many well documented and supported reasons to be found in previous well discussed and mulled over posts.

HF needs fixed because it is bugged, plain and simple. Castle has stated that fact on this forum and I think he's confirmed it in a PM to another poster, whose name happens to slip my mind at the moment. I also think Temperature protections values should be reversed - the higher resist number being applied to Cold damage instead of Fire. This would bring Fires cold resistance up above the 25% mark and make it more viable - as a whole.

I also think that Consume should be auto-hit, just like every other defensive based endurance recovery/drain power. Dark consumption from the Dark Melee set requires accuracy, and this makes sense, as it is in an offensive Primary power-set. Why consume requires a "to-hit check" when energy drain from the EA set does not, is beyong me. This further penalizes the power-set for no obvious reasoning, at least as far as I can tell. Since Fiery embrace does not buff accuracy at all, that cannot be a caveat that would make it too powerful...the damage from consume is less than 1 BI, and it technically doesn't "Drain" endurance. Making it auto-hit would be a boost that would help FA while not making it dispropotionally over-powered, at least comparatively speaking.

I also think that making all of FA's defensive toggles have a rooting animation is also, comparitively speaking, unbalanced. One or two is fine if you have many to run, but not all of them should root a player. Combined with the fact that most if not all players take combat jumping and aacrobatics to cover the lack of knockback and ready immobilization protection (sans Burn), this further penalizes FA because Acrobatics roots as well. Throw in tough, and it takes approximately 8.5 seconds to retoggle every shield you have, and you can't move at all while doing so. Either Fire shield or Plasma shield needs the rooting effect removed. Of course, that is only wishful thinking, and actually one of the lesser gripes with the set, but still it is a valid one in my estimation.

Power of the Pheonix either needs a stronger disorient magnitude, or it needs a built in minor-detoggle chance exactly like soul transfer benefits from. Soul Transfer isn't scorned as much as Rise of the Pheonix because as a Rez, not only do you come back FULLY healed, but you also detoggle just about everything and anyone around you. The detoggle is so strong, even Granite armor can be dropped by it. Id prefer that the disorient magnitude be raised to possibly threaten melee types with Status protection toggles on, as I think the Detoggle mechanic as a whole is a bad idea and apparently the Developers agree with that premise, but attached to a ressurection power, I wouldn't complain nor do I think many would. They did have to die in order to use it. Not much you moan about there.

Those are some things I think could be tweaked with FA to make it very comparable to other defensive power-sets without making it unbalanced.

Simply saying it needs fixing because everyone thinks that it does just doesn't cut it for me. Sorry.

[/ QUOTE ]

Deus not everyone has the time or inclination to write a dissertation everytime they want to state something regarding this game. If I want to say Fiery Aura needs a boost and most people agree please just allow me to say without being a forums snob. Feel free to agree/disagree, offer mathematical equations on the subject, tell people they should get more fiber in their diet, whatever. It sounds like you agree with me, at least in part. If you want to add something, which you did, great! No need to get snooty.

btw I have read many of your posts and you have passed on quite a bit of good info and observations. I happen to think you are a little too long winded, but I never felt the need to tell you until now, and I only do so as a comparison of your attack on my post. Simple as it may be.

Anyway, I stand by my "Most people seem to agree that Fiery Aura is sub-par in both the PvE and PvP departments" statement. I think the devs or Statesman, or whomever might read this post, has enough background information to make an informed opinion without me adding anything else. Good hunting.

-- Atomic Termite ---


 

Posted

Without being long-winded...

It wasn't my intent nor aim to attack your post. If you took it to mean that, then I appologize for any miscommunication on my part, and simply ask that you take a moment to calm down and reconsider having any kind of emotional reaction to anything or anyone on these forums. That said, I just don't find it constructive to go around stating the obvious, without some kind of qualification to the premise. The developers have also shown they could care less about common opinion. I was merely pointing that out, not that I felt a need to mind you, but just out of general principle.

If you're point to this thread was to get developer attention, as I figured it was by the title, then just saying: "Hey it's broke, everyone agrees, please fix it." is frankly - and I do mean this in a nice way - a waste of effort and the tiny bit of time put into making it. No offense. I only added what I did to lend some constructiveness; nothing more, nothing less.

I assure you I wasn't being snooty, and I would hate to have to prove it to you, so let's just leave it at that, shall we?



*editted to add* And as to your thinking that the developers know the nuance of every problem enough to take care of it on their own? Sorry, but that just isn't the reality of the game. Frequently, the devs have been totally ignorant of issues or problems until the player base has brought it to their attention. Castle is a bit more knowledgeable about these types of things, but that's just him. Honestly, I'm not too sure about some of the other "creative" higher-ups...


 

Posted

Well apology accepted. Your sig's high coolness factor would alone prevent me from being upset with you Anyway you are probably right in that stating the obvious won't do any good, but I live in a world of "everything counts" and I feel it can't hurt to restate that FA needs a fix of somekind. Also I personally would just like it to have a better heal as it fits my play style, so I guess I'm just pushing my own agenda in that old fashioned, get the mob riled up kind of way. Anyway, sorry if I assumed too much in your reply.


 

Posted

"Uh, everything's under control. Situation normal."

"Uh, we had a slight communication malfunction, but uh... everything's perfectly all right now. We're fine. We're all fine here now, thank you. How are you?"

*winces*


 

Posted

Agree, please lower activation/delay time, and raise effectiveness a little.


 

Posted

[ QUOTE ]
I also think that Consume should be auto-hit, just like every other defensive based endurance recovery/drain power. Dark consumption from the Dark Melee set requires accuracy, and this makes sense, as it is in an offensive Primary power-set. Why consume requires a "to-hit check" when energy drain from the EA set does not, is beyong me.

[/ QUOTE ]

if they make Consume Auto-hit it will have to sacrifice the fact it does AoE damage, that is the same reason Dark Consumption is not Auto-hit due to it causing damage.

I agree, the damage dealt is pointless compared to other powers in the set so making it auto-hit would be more useful

Also I agree that HF needs fixed


 

Posted

[ QUOTE ]
[ QUOTE ]
I also think that Consume should be auto-hit, just like every other defensive based endurance recovery/drain power. Dark consumption from the Dark Melee set requires accuracy, and this makes sense, as it is in an offensive Primary power-set. Why consume requires a "to-hit check" when energy drain from the EA set does not, is beyong me.

[/ QUOTE ]

if they make Consume Auto-hit it will have to sacrifice the fact it does AoE damage, that is the same reason Dark Consumption is not Auto-hit due to it causing damage.

I agree, the damage dealt is pointless compared to other powers in the set so making it auto-hit would be more useful

Also I agree that HF needs fixed

[/ QUOTE ]

Thats a very poor reason. The damage from consume is pitiful, and the Auto-Hit powers have a MUCH better secondary effect in the form of end drain(which is insanely powerful in pvp).


 

Posted

both of them require a tohit check. dark consumption is like 8 feet radius and does moderate neg energy damage. consumption is 20 feet and does minor fire damage.

the problem is they are on 3 minute recharges


 

Posted

I'd trade the damage dealt by dark consumption and consumption in order to have an auto-hit 1/3 duration end drain/recovery power any day. Heck, I'd even trade consumptions range.


 

Posted

[ QUOTE ]
both of them require a tohit check. dark consumption is like 8 feet radius and does moderate neg energy damage. consumption is 20 feet and does minor fire damage.

the problem is they are on 3 minute recharges

[/ QUOTE ]

My goal in bringing up Dark consumption was to note that it is the ONLY attack(non-defense) based power "anyone" has access to that does damage while giving back endurance. No other power from any other primary or secondary in any set available to any AT does that, other than consume. Any other power that effects endurance for a player, such as the upcoming Electric Melee for Brutes, drains endurance.

Consume, is exactly like dark consumption. It is unlike any other of the Defensive based endurance management tools. Whether it's an Ice tanker's Energy Absorption, or an EA brutes Energy Drain, or the upcoming /ELA brute's power sink. None of those powers require a "to-hit" check. And each of them "drain endurance." This is far more preferable to dealing the absolutely meaningless brawl level damage that consume does. (1.111 BI)

I'm not saying make consume drain endurance, what I am saying, is that instead of making it similar to Dark Consumption in that it requires a "to hit" check, make it auto hit like every other secondary Brute Endurance management power. It is a secondary Brute power after all. Dark Melee should be the exception. As it stands there is more of a direct comparison between DC and consume, than consume and Power sink, or energy drain.

Since the overall goal is to bring FA to the same levels as the other secondaries, it seems only fitting to make consume follow these other defensive power-sets methodology when it comes to endurance management powers.

If the devs really wanted to totally redeem themselves, then they could make it drain endurance as well, I wouldn't be mad at them for it, but hey...I'd settle for the auto hit, or the endurance drain - take your pick - one or the other would make me happy. Both would require me to wake up and realize i'm dreaming again, I 'm already aware of that pitfall.


 

Posted

with the fury and the build up it actually does useful levels of damage, considering its a big PBAOE... i dont think its worth three times the recharge, but still.


 

Posted

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with the fury and the build up it actually does useful levels of damage, considering its a big PBAOE... i dont think its worth three times the recharge, but still.

[/ QUOTE ]

You're right, with Fury it still does about the same damage as Brawl would, but in a 20 foot PBAoE. I'd gladly sacrifice some range for the auto-hit and end drain as well. Still, it's an AoE Brawl...I mean... man that's some low damage. Would that even one shot a -30 lvl difference group of mobs? Say a level 40 Consume against a group of level 10 minions? it might, barely I suppose...

A 20 foot endurance drain that was auto-hit, could be a tad bit too much, especially if it also dealt damage. However keeping the recharge so high would prevent blatant over-powered-ness.

Then again, this is /FA we're talking about. That might be just enough to get people to actually use it more. Who knows.