Fire Chain Debuff Overpowered

I personally think the spell "Fire Chain" is highly overpowered due to it's debuff. It is quite easily the optimal secondary spell because it reduces magic damage by 30%. Not a chance of the debuff, like that of the water secondary which if you do so happen to get the debuff, it only lasts for two turns where as the Fire Chain debuff is automatic when the spell is cast and lasts the entire duration of the spell. I myself play as a witcher, and this throws the game balance off bigtime because now zerkers are owning me just as easily as paladins. So being a witcher is pretty pointless and unless the spell is changed I doubt many people will play as witcher. I'll most likely be switching my class soon, and will probably go with the overpowered berserker until it's changed.
Comments
cant help but agree with you, witcher is a bit overrun by that bloomin fire chain spell :L
The game is young, let us hope they take our suggestions seriously and either nerf fire chain or come up with a strong equalizer in rock slide, but balance issues need to be addressed immediately especially when you're looking to grow a player base, making 1 class type the preferred choice kind of ruins the purpose of choice, and makes the other 2 classes kind of pointless even being there. If you're going to do a Rock, Paper, Scissor style format make sure you balance it and not make it Water Coated Rock, Paper, and Scissors where Rock has an advantage against both and becomes unstoppable in example.
i agree that fire chain is the strongest debuff currently for pvp.
But i disagree in just nerfing it, i would rather see the debuff skills reworked to be more useful overall.
There damage is medicore in theory, but more often then not i only score less then 10 dmg on a elite etc.
The debuff effects should be more useful on all other debuffs, and grow with increasing level.
Lets take the firechain as example.
Lvl 1 - Debuff with 10% decreased magic
Lvl 2 - Debuff with 15%
etc.
not sure what the max level would be, ofcourse that has to be taken into account while balancing the grow of those skills (so please dont nail me on those numbers)
15% debuff for Firechain is still too much, unless there is SOME secondary effect for Landslide. Because right now, there is none. Make that spell double useless.
I do agree with the OP - its way overpowered and any class can forget about using magic when they get hit with this debuff. Not a single other secondary dot spell has such a powerfull effect. Either buff up others or reduce this one.
It could be made that when using the dot that u have a small chance to get that debuff or simply reduce it to not higher then 10%.
The following posts explains exactly why fire chain needs to be nerfed, the damage stays the same but the additional effect is way too strong. It pretty much cripples a Witcher's only saving grace and ability to do decent damage against them, and Paladins are already naturally at a disadvantage against Berserkers. So balance triangle shattered into little shards. As it currently stands, go Berserker Fire specialist or pretty much get destroyed by fire specialist berserkers, real awesome choices no?
Sorry Tsenn, the Witcher's 'saving grace' is some impressive damage reduction and an even more impressive primary spell - one that can kill a Zerk in two hits. Let's not for get that.

Anyway, randomise the FC secondary effect, give it the same chance to fire as the chaos primary. And let's get back to hitting each other.
Berserkers primary fire spell can kill faster then witchers dur to the high crit, i was just in a arena got hit by 2 fireball crits that added too over 1k damage and one of them i was in defensive stance and the zerker was 5 lvs lower then me. Please agree beserkers have the best primary damage spell
Of course we do zanadu, and crits on top are 'our thing' ... but we don't get damage reduction as well. Anyway, debate is good with the game so new. New things happen everyday. I wrote off Pallies as ordinary, till I got hit with three 450 water spell primaries yesterday. Horrible, but cool as well. (or should that be 'cooling' ... )
As far as i have seen the chance of 25/50/75% damage reduction that a witcher has is alot worse then a 2x damage crit. Even at a base like that how is it witchers have a great advantage over zerkers? Anything can happen in a game like this, but zerkers can firechain build up mana then still hit very hard and gain life back due to orbs.Taking away a whole aspect from PvP due to one skill seems very overpowered, and then zerkers only having to worry about pysical damage can play a much easier game on defensive/offensive planing.
witchers are op, period. they should be nerfed 20% of all crit and dam red % as well as damage. i see witchers sit in attack all day and have the highest damage everytime, and of course be almost impossible to kill if they are high level vs low level.

i am not 22+++ , but i know enough to say they are op by fighting nearly every bridge possible and not killing one witcher... but 6 zerks and 1 pally in 4 fights seems weird considering that each one had at least 1 witcher i was against.

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IF someone crits alot use weakness orbs/retrobution while locking them out of casting high damage spells due to firechain.Then if they do cast on you and crit it will hit at 70%x2 and thats not even bad at all.Witchers are meant to be good vs zerkers maybe you are just outgeared by alot over a certain witcher benjie, gear means alot here.Its easy to drop a enemy to 70% attack and 70% magic damage, if you cannot beat a witcher at that point then your prob just greatly outgeared.
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