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Edited by Sir_Overman: 10/24/2020 8:32:14 PM
15

Attunement of Flame Rework.

Honestly I dont want much to be changed about the class, but I think some major adjustments are necessary. I like the phoenix dive, I enjoy the Daybreak projectiles seeking targets, the melee is not too bad, but the subclass overall could use a little more pizzazz! - One suggestion that I have heard before (and agree with) is combining the two perks: "[b]Everlasting Fire[/b]" and "[b]Fated for the Flame[/b]" that way daybreak projectiles seek targets and extend the duration when getting kills all at once. This would make room for a new perk to be in the subclass. - [b]Ignition Touch[/b]: this melee right now is ok, but my suggestion is that the burn damage should be able to spread to nearby targets just like the "Void Detonator" in the code of the commander. Enemies should explode whether by the melee attack itself, dying from the burn damage, or killed with weapons while burning. Enemies that do explode or killed while burning restore a portion of melee energy. - [b]Phoenix Dive[/b]: Diving to restore a portion of health is a great neutral perk, but perhaps getting an over-shield while diving would help amp up this ability. It was mentioned in the comments below that perhaps boosting the damage of the explosive dive while in your super would also be beneficial. Kills with explosive dive should reward more super energy. - [b]New Perk Suggestion[/b]: [i]"consume the flame"[/i] - consuming your grenade causes your body and rifts to generate enormous amounts of heat. Enemies that tread too close take burning damage and are weakened. Normal Phoenix dive will also have explosive damage when landing and generate ability energy. Kills can extend the duration of all of these effects.

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  • In my opinion, I'd give it Viking Funeral in place of Phoenix Dive (applying afterburn gives a stacking effect to DoT damage) and allow everything on the class to provide afterburn, stacking VF varying amounts (and VF adds afterburn to the grenades that don't feature it) Then I'd also give it a grenade charge that erupts your body with fire, allowing ignition/stacking VF on close opponents, and killing burning opponents in this state extend it and reduce cooldowns, like Devour but with offensive abilities over healing.

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  • I feel like the mobility of not only the super but movement outside of the super while on bottom tree needs to be bumped as well its to slow

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    • My idea of Igniting Touch was that both your grenades and melee do burn damage, and killing burning enemies will add super energy. Phoenix Dive, after diving, gives you a brief amount of time to gain ability energy by killing enemies; this thing also needs a visible cooldown timer ffs. This actually allows your abilities to focus into the goal of obtaining your super as fast as possible, with builds pushing that further. I also like your ideas as well. Warlocks consuming their grenades for benefits seems to be a rising trend for new ideas from what I've been noticing.

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      • No

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        • So nerf fusion rifles?

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          • I like where your head is at but I don't feel it is enough people would pick it over top tree. It needs an ability to synergize with Phoenix dive to give incentive to be in the air. Bottom tree should have an ability to like lion ramparts that allows you to hip fire in air without cancellation of the jump. The melee, like a lot of melee in destiny is not nearly interesting enough. I think changing it all together into an ability like devils ruin would be a great addition to the tree. Hold down melee to charge it into a focused ranged fiery beam. Your idea to improve Phoenix dive is bang on. Needs an overshield cause you are exposed as hell in the air.

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            • A solid suggestion that doesn’t sound outrageous. I approve

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              • Yes. Then I'll run with Polaris for more burns and explosions

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                • As warlock main That is perfect

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                  • Agreeed

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                    • I want Phoenix Dive to do explosive damage outside of the super since Hunters can do it with their new Stasis subclass. On top of your suggestion, the melee should also give us flame shield from D1.

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                      • You do realise that changes and adjustments are the same thing, don't you? You can't say you don't want any changes but you want loads of adjustments.

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                        • The tree could definitely use a rework pass to make it a bit less front-loaded into the super and give it some much-needed neutral game improvements that aren't situational or lackluster. Combining Fated for the Flame and Everlasting fire to open up a perk slot would be nice. Heck, I wouldn't even mind the tracking aggression being cut down a little. As nice as it can be in some instances, it can be a little too aggressive in others. Ignition Touch already does set collateral hits from the explosion on fire. The problem with the melee is that it does little more than tickle against anything with a decent health bar. Hit a guardian above 50% health and the burn damage will peter out at 5% or above. Actually trigger the explosion and the collateral burns will barely burn 10% of a full health guardian's bar. And that's not even counting PvE where you'll often find red bar mobs surviving the melee + burn in total in any scaled up activity. The ability pretty much REQUIRES the Solar Plexus mod slotted to be half decent. The melee plain and simply needs to be beefed up quite a bit. Phoenix Dive's problem is that it's easy to get killed when activating it. Often before the movement even kicks in. So even adding directional control wouldn't really help that (though it would help with the super variant to a degree). Still though, you pretty much have to treat it like a mini-Rift when using it to gain any significant benefit from it (particularly since it has the same activation time as Rift...), and unless you're running Wings of Sacred Dawn the requirement to be in the air to activate it is actually counter-intuitive to the subclass tree (ironically it would make more sense to be in top tree because that one's actually designed to be in the air a lot). What it needs is to either drop immediately on activation (no activation time), gain some level of damage resistance or small overshield on activation, or have the healing be uninterruptible by damage. Plus the in-super portion of Phoenix Dive really needs a damage and blast radius buff. If someone's more than a few feet away the damage doesn't do squat, and even a direct impact isn't a guaranteed kill. Not to mention the super energy return it's supposed to give back is borderline negligible. Seeing as you get more back from the actual kill than you do the drop. As for neutral game play improvements though for an opened perk slot or something. I'd personally like more ways to set things on fire. Maybe take out the explosion from Igniting Touch, and instead turn it into an AoE burn that lights everything around the target hit on fire. Along with probably doubling the burn damage total to give the melee some actual teeth instead of simply tickling. Another idea is maybe adding some synergy to the Rifts to give them some value over simply using Phoenix Dive. Either by igniting things that enter them (would be a nice thematic pairing with the upcoming freezing rift perk), or by "enchanting" our weapons to apply a burn status to targets hit as long as you stay in the Rift. Could probably come up with more ideas, but right now it kind of feels like "top tree has everything" so to speak. While bottom tree is pretty much a one trick pony in dire need of a more balanced synergy rework.

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                          • It’s hard to pin down what to do with Flame. But we can try. Combining the two mentioned perks would work. Then Igniting Touch could be Abilities Cause Burn, Kills Cause Explosion Which Increase Burn Damage. Keep Phoenix Dive but give it the means to regen ability energy. If Igniting Touch is Burning targets a multiplier can be used to regen even more energy (4x Max). The melee would tie into this but if you reserve your melee til the multiplier reaches Max count you can do massive damage with a knock back effect. So let me brainstorm and I’ll get back to you. It’s a bit of a mess.

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                            • thoughts?

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