So they nerfed Ignite I see...


Charles_Prime

 

Posted

Ive been away from the game for a good while, since sometime last year I reckon, and thought Id resub just to kick around for a little bit. Decided to dust off my old AR corr for nostalgias sake and noticed the recharge on ignite has been at least doubled, and looks like the aoe has been shortened as well. When did this happen, and what was the reason behind it? Ignite was one of the more fun and unique powers of the set, now with the longer recharge coupled with the long activation time, I wonder if its even a power worth using anymore.

Edit: Before I jump the gun(pun intended) Ill ask, was anything done to ignite or AR to compensate for this change or was it just an outright nerf? It doesnt seem like any other powers in the set were changed at first glance.


 

Posted

1/22/09 Patch Notes
[ QUOTE ]
* Assault Rifle - Buckshot - Reduced animation time to 0.9 seconds.
* Assault Rifle - Beanbag - Reduced animation time to 0.9 seconds.
* Assault Rifle - Sniper Rifle - Reduced animation time to 0.67. (Interrupt time not changed)
* Assault Rifle - Flame thrower - Reduced animation time to 2.33 seconds and DOT effect now starts immediately.
* Assault Rifle - Ignite - Increased recharge to 20 seconds.
* Assault Rifle - Full Auto - Reduced animation time to 4 seconds.

[/ QUOTE ]

[edit: I don't think activation time or radius were touched.]
[edit: ...of Ignite that is.]


 

Posted

They still need to give the Midnight Grasp treatment to flamethrower.


 

Posted

[ QUOTE ]
1/22/09 Patch Notes
[ QUOTE ]
* Assault Rifle - Buckshot - Reduced animation time to 0.9 seconds.
* Assault Rifle - Beanbag - Reduced animation time to 0.9 seconds.
* Assault Rifle - Sniper Rifle - Reduced animation time to 0.67. (Interrupt time not changed)
* Assault Rifle - Flame thrower - Reduced animation time to 2.33 seconds and DOT effect now starts immediately.
* Assault Rifle - Ignite - Increased recharge to 20 seconds.
* Assault Rifle - Full Auto - Reduced animation time to 4 seconds.

[/ QUOTE ]

[edit: I don't think activation time or radius were touched.]
[edit: ...of Ignite that is.]

[/ QUOTE ]

This. It's not too bad once you get it slotted and get some IO bonues. I think mine is down to about 6-7 sec when hasten is up.


 

Posted

[ QUOTE ]
1/22/09 Patch Notes
[ QUOTE ]
* Assault Rifle - Buckshot - Reduced animation time to 0.9 seconds.
* Assault Rifle - Beanbag - Reduced animation time to 0.9 seconds.
* Assault Rifle - Sniper Rifle - Reduced animation time to 0.67. (Interrupt time not changed)
* Assault Rifle - Flame thrower - Reduced animation time to 2.33 seconds and DOT effect now starts immediately.
* Assault Rifle - Ignite - Increased recharge to 20 seconds.
* Assault Rifle - Full Auto - Reduced animation time to 4 seconds.

[/ QUOTE ]

[edit: I don't think activation time or radius were touched.]
[edit: ...of Ignite that is.]

[/ QUOTE ]

This is on top of the reduction of Burst from a 2+ second animation to a 1 second animation and Slug from 1 .87 second animation to a 1.67 second animation.

Just mentioning in case the OP wasn't around then.


Trickshooter's Characters | @Trickshooter @Brightside

 

Posted

[ QUOTE ]
They still need to give the Midnight Grasp treatment to flamethrower.

[/ QUOTE ]

Or the Fire Breath treatment. I'd be happy with either. It just needs to deliver its total damage faster. If I want to slow roast something, I've got Ignite for that.

In terms of damage-per-activation-second, Ignite is about as good as Slug on a single target, with the added benefits of (a) Fire damage, and (b) small radius AoE (which is admittedly difficult to exploit well, but worthwhile when you can). I also like using it in doorways or at my feet if a melee mob is charging me, for the "afraid" effect. May not be all that it once was, but I think it's still worth it.


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Posted

they need to give corrs TA

Mmm, acid-sonic-glue-oil-ignite-FF-auto-fences-buckshot


 

Posted

[ QUOTE ]
[ QUOTE ]
They still need to give the Midnight Grasp treatment to flamethrower.

[/ QUOTE ]

Or the Fire Breath treatment. I'd be happy with either. It just needs to deliver its total damage faster. If I want to slow roast something, I've got Ignite for that.

In terms of damage-per-activation-second, Ignite is about as good as Slug on a single target, with the added benefits of (a) Fire damage, and (b) small radius AoE (which is admittedly difficult to exploit well, but worthwhile when you can). I also like using it in doorways or at my feet if a melee mob is charging me, for the "afraid" effect. May not be all that it once was, but I think it's still worth it.

[/ QUOTE ]

Absolutly ignite is worth it. THe only thing the ignite nerf did was make the lower levels that much harder. Those of us with a fully slotted ignite and rch bonuses barely felt the nerf,


 

Posted

With 2 SO's i got it to around 13 sec or so, 3 gave me 11 i think. Ignite was my primary wpn used to burn down Bosses (literally). Now I have around 5-6 seconds of downtime between activations. That sucks. Kills the feel of the power.


 

Posted

Yeah, a bit disappointed with the increased recharge. But maybe, the power is not intended to burn mobs continuously like that.


 

Posted

Maybe they should let the players actually using the power make that distinction.


 

Posted

[ QUOTE ]
Maybe they should let the players actually using the power make that distinction.

[/ QUOTE ]

Balance decisions like that can't be left to players. Who'd nerf their own powers? I suspect the devs just took a look at how much damage you could do with the power vs recharge/end/animation and decided it was doing too much.


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Posted

I didnt mean a balance decision so much as a playstyle decision.
I understand the likely reasons behind it, but compared to other powers in other sets, I find it hard to justify from that perspective.


 

Posted

Assault Rifle - Sniper Rifle - Reduced animation time to 0.67.

This means Sniper Rifle takes 0.67s less time to shoot? The old casting time is 4.87s?


What's left is to normalize all Assassin Strikes and improve Stalker's old sets (Claw, MA and EM)! You don't need to bring back the missing PbAoE attack. You just need to make the existing ones better! For example, make Slice a WIDER and LONGER cone.

 

Posted

[ QUOTE ]
Assault Rifle - Sniper Rifle - Reduced animation time to 0.67.

This means Sniper Rifle takes 0.67s less time to shoot? The old casting time is 4.87s?

[/ QUOTE ]

No they made it the set interrupt time, and .67. So with an interupt period of 3 seconds it takes 3.67 seconds to animate. Which is 1.2 seconds less then what you say the old version is.


Dirges

 

Posted

[ QUOTE ]
I didnt mean a balance decision so much as a playstyle decision.
I understand the likely reasons behind it, but compared to other powers in other sets, I find it hard to justify from that perspective.

[/ QUOTE ]

...didn't it have like a 5 second recharge?


 

Posted

[ QUOTE ]
...didn't it have like a 5 second recharge?

[/ QUOTE ]

Glancing at my old copy of Mid's, 3s. If you could get somebody to hold still in it, it out-damaged the entire rest of AR combined.


 

Posted

heh, yay immobs?


 

Posted

[ QUOTE ]
[ QUOTE ]
...didn't it have like a 5 second recharge?

[/ QUOTE ]

Glancing at my old copy of Mid's, 3s. If you could get somebody to hold still in it, it out-damaged the entire rest of AR combined.

[/ QUOTE ]

When you say combined, what do you mean exactly? If you mean that spamming Ignite did more ST dmg than any other atk in the set then I agree. Personally I thought that was the idea. Given the long animation time coupled with the Fear effect and the fact it was a DoT and not upfront damage, I thought that was the trade off.


 

Posted

[ QUOTE ]
When you say combined, what do you mean exactly? If you mean that spamming Ignite did more ST dmg than any other atk in the set then I agree.

[/ QUOTE ]

No, I mean just standing there using nothing but Ignite can, over the course of say 30 seconds, deal more damage to a target than someone using AR's other powers without Ignite.

Again, using the older Mids copy:
You could fire off Ignite every 7s (3s recharge + 4s animation). So 4 times in 30s. Unenhanced, that's 1112.4 damage.

Running an unenhanced attack chain (one aimed to fill the 30s, preference given to higher DPS attacks) only comes out to 891.5 damage.

Feel free to run your own numbers if you think I miscalculated, but really - I don't think I made any unjustified assumptions. Ignite as it was was a wonderful tool, balanced around that it was tough to keep the target inside the patch. The moment you started hanging around with anybody who had an immob or consistent KD, it became probably the highest damaging power in the game. And while that's not as common for corruptors, every blaster has a power that can do that.


 

Posted

[ QUOTE ]
[ QUOTE ]
When you say combined, what do you mean exactly? If you mean that spamming Ignite did more ST dmg than any other atk in the set then I agree.

[/ QUOTE ]

No, I mean just standing there using nothing but Ignite can, over the course of say 30 seconds, deal more damage to a target than someone using AR's other powers without Ignite.

Again, using the older Mids copy:
You could fire off Ignite every 7s (3s recharge + 4s animation). So 4 times in 30s. Unenhanced, that's 1112.4 damage.

Running an unenhanced attack chain (one aimed to fill the 30s, preference given to higher DPS attacks) only comes out to 891.5 damage.

Feel free to run your own numbers if you think I miscalculated, but really - I don't think I made any unjustified assumptions. Ignite as it was was a wonderful tool, balanced around that it was tough to keep the target inside the patch. The moment you started hanging around with anybody who had an immob or consistent KD, it became probably the highest damaging power in the game. And while that's not as common for corruptors, every blaster has a power that can do that.

[/ QUOTE ]

What is wrong with that? I thought that was the point of having ignite over build up?

This is why I refuse to dust off a lot of my AR blaster/corruptors. Looking forward to Archery corruptors.


 

Posted

[ QUOTE ]
What is wrong with that? I thought that was the point of having ignite over build up?

[/ QUOTE ]

Ranged blast sets don't have Build Up. They never have. You likely mean Aim. (And actually, I think Ignite is the replacement for a third ST blast - the trade-off is Aim for Flamethrower.)


 

Posted

[ QUOTE ]
[ QUOTE ]
What is wrong with that? I thought that was the point of having ignite over build up?

[/ QUOTE ]

Ranged blast sets don't have Build Up. They never have. You likely mean Aim. (And actually, I think Ignite is the replacement for a third ST blast - the trade-off is Aim for Flamethrower.)

[/ QUOTE ]

I see what you saying.


 

Posted

[ QUOTE ]
(And actually, I think Ignite is the replacement for a third ST blast - the trade-off is Aim for Flamethrower.)

[/ QUOTE ]

I think the two sets compare favorably all this considered. The one anomaly is actually Rain of Arrows. I still don't understand why it's allowed to be so much better than Full Auto when it seems otherwise obvious the two should be comparable powers.

I heard one argument that it makes up for the AoE lost not having Flamethrower, but as pointed out above, it gets something else for that: Burst damage and accuracy from Aim. So I don't get it. It seems they're aware of it, because they gave RoA a higher endurance cost (as if that means much), otherwise I'd have assumed it was a mistake.


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Heroes: The Clockwork Mime, Soccerpunch, The Fissioneer, Samurai Houston, Oversteer

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Posted

RoA blows FA outta the water, yeah. FA really does need a bit of a buff to bring it up to par on that area. In theory, the difference is the crit chance - but most folks don't even know it's there, and it isn't that meaningful.