A lot of people are saying that firebolts with touch of flame/Viking funeral does too much burn damage for too long. I don't want to see the grenade nerfed into oblivion, so here is my idea to keep them just as powerful, but harder to use effectively:
The amount of burn damage depends on how close the target is to the grenade. To inflict the full burn damage, the nade will have to land very close to the target, and enemies at the edge of the radius will take very little burn damage. This will not effect the initial damage of the grenade itself, only the additional burn damage from touch of flame.
What are your thoughts?
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FireBolt adjustments (coming from the suggestions down below and my personal thoughts) 1. Versatility improvements: Should cover a larger area like a scatter grenade IF (and only if) it couldn't hit anyone with its fire-bolt. When scatter active, every single particle should track targets aggressively. In addition, IF couldn't hit anyone, 1) should do tracking like axion bolt, 2) should seek spawns and assault them. 2. Applicational improvement: Should cut through the corners (but no more then 75% of original range). If couldn't, should cut through the wall. If still couldn't hit anyone, should explode, doing landfall before and landslide after. 3. Existantional improvement: Every sunsinger's spawn should be with full grenades energy. Did I mention "grenades"? New exotic NEVER FOREVER will add 3-d grenade and will grunt (grant unwillingly) Angel-of-light. 4. Balancing: - If hit target directly, it will burn real fast and real hot (compared to current slow burn). Affected target will die instantly. - Arcoblots do much more damage, so, to balance, firebolt will add chaining. To the melee also. If super is full, range is doubled. If golden gunner is in vicinity, it kills him at once. - Because sunbreakers-gloves are no more, adds solar flare also but ONLY IF it's a Rift or Control game.