Why is Flameblast even in the game?

It's in the game for the same reason conversion trap is in the game.
Flameblast is not that bad damage-wise, but clunky as hell.
Divine Ire as it seems has both top deeps and great feel/QoL.

I believe FB's clumsiness should be addressed first, for example, the centre of our pizza moves toward cursor's position and speed scales with Cast Speed.

Also, GGG tends to be very hesistant to cut down on anything. I mean, look at support gems. We have both LMP and GMP (and their close relative Volley). Melee Phys and Ruthless. Unbound and Deadly Ailments...
Beware of the man who works hard to learn something, learns it, and finds himself no wiser than before. He is full of murderous resentment of people who are ignorant without having come by their ignorance the hard way.
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Nizreb915 wrote:
It's in the game for the same reason conversion trap is in the game.


Don't you say something about my No.1 Hipster opop skill Conversion Trap! >:(
Arf! Arf! Arf!
Last edited by Cpt_KangarooPimp#4689 on Sep 6, 2019, 9:26:31 AM
So what I read out of this thread is that you all want Divine Ire nerfed. I'm sure they can do that.
"Into the Labyrinth!
left step, right step, step step, left left.
Into the Labyrinth!"
Ive always thought they need to remove the channeling tag and make regular flame blast work like the current vaal flameblast. Just drop it somewhere and it expands on its own to 10 stages while you can freely move.

The skill would allow a base of two flameblasts to be active at a time with more available from gear or something.

And vaal flameblast becomes an instant 10 stage aoe nuke.

There would have to be some way to reconcile the skill with totems though. Id hate to suggest disabling totems entirely for it but it would be too strong with the potential for 8 or so flameblasts coming from totems.
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Mythabril wrote:
So what I read out of this thread is that you all want Divine Ire nerfed. I'm sure they can do that.


Actually that is the exact opposite of what I want but GGG need to appreciate that standing and using a skill has an absolutely huge cost in PoE so a skill needs to have suitable perks or ways to handle this.

Divine Ire hits incredibly hard, it also charges up faster if your in the shit and its radius around your character is actually huge and pretty much clears out anything aside from the toughest monsters anyway.

Incinerate hits for far less, doesn't have 360 degree coverage, doesn't charge up as fast and has much worse scaling options.

The other channels are just too weak, Pizza should hit harder than Divine Ire because it has no sub perks, Incinerate should hit harder than divine ire because it has worse coverage etc, tendies should hit harder because it has the worst coverage of the lot and you have to stand right in a mobs face.

But to go back to your comment none of these are fixed by making divine ire worse, DI is actually playable and fun its the others that need either mechanical or statistical upgrades to cut it.

Tbh storm burst is probably the most balanced of the channeling skills right now, its not quite as busted as Divine Ire but it plays great and doesn't really have the same drawbacks as the other channels due to your ability to paint with it.
"
Mythabril wrote:
So what I read out of this thread is that you all want Divine Ire nerfed. I'm sure they can do that.


Actually that is the exact opposite of what I want but GGG need to appreciate that standing and using a skill has an absolutely huge cost in PoE so a skill needs to have suitable perks or ways to handle this.

Divine Ire hits incredibly hard, it also charges up faster if your in the shit and its radius around your character is actually huge and pretty much clears out anything aside from the toughest monsters anyway.

Incinerate hits for far less, doesn't have 360 degree coverage, doesn't charge up as fast and has much worse scaling options.

The other channels are just too weak, Pizza should hit harder than Divine Ire because it has no sub perks, Incinerate should hit harder than divine ire because it has worse coverage etc, tendies should hit harder because it has the worst coverage of the lot and you have to stand right in a mobs face.

But to go back to your comment none of these are fixed by making divine ire worse, DI is actually playable and fun its the others that need either mechanical or statistical upgrades to cut it.

Tbh storm burst is probably the most balanced of the channeling skills right now, its not quite as busted as Divine Ire but it plays great and doesn't really have the same drawbacks as the other channels due to your ability to paint with it.
So we can get struck in the eye by a big pizza pie, that's Atziri...

when your feet start to sizzle like they've had too much pibil, that's Atziri,

When your critmonster frostblades come running back home to bite you,
Scusame but you see there's a mirror or three
That's Atziri!
[19:36]#Mirror_stacking_clown: try smoke ganja every day for 10 years and do memory game
Yep, "Power Creep" is the name of the game here.

GGG, in their effort to always be bragging about having brand-new content, readily exhausts their creativity. In other words... They run out of new ideas. For skills, this often means that they introduce new ones that... Basically are just superior versions of an older existing skill. Volatile Dead (and also, Cremation) are superior to Detonate Dead, Magma Orb is better than Fireball, and Divine Ire... Yes, is a better alternative to Flameblast.

Ideally, the skills should be different enough to merit choices around each; this is what was done with the rework to incinerate, which, beforehand, was just plain inferior to Scorching Ray. (SR couldn't be reflected AND came with bonus resist lowering) Of course, this takes a lot of work.

If left as is, the older skills only exist only as "noob traps;" things experienced players will have learned, through experience, to avoid, but newer players have no real warning are garbage options. And yes, if there's no other chance to fix this... Skills should be removed from the game.

Again, this is primarily a consequence with GGG's urgency to "always have something new." No one really asked for a dozen brand-new gems every single league, but here they are doing this anyway. The real long-term solution would involve GGG realizing they don't HAVE to try to scrounge and invent brand-new spells and attacks every 3 months; that Path of Exile should be sold on being good at what it ALREADY HAS, rather than a constant diarrhea of brand-new content that supplants older stuff.
My guides: Summon Homing Missile (SRS) | Act II starter RF | Budget Oro's Flicker Strike
So ... compaing a fire spell to a lightning + phys spell and judging that one should not be in the game ? wut ?



The coverage is also completely different, flameblast has a vaal version, and can be played with ignites very efficient screen clearing.


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firemind13 wrote:
Flameblast is not that bad damage-wise, but clunky as hell.

Flmaeblast has never been clunky, and likely never will, it has always been pretty smooth and if you always wait for max charges before releasing it, you're doing something very wrong.


Divine Ire seems busted though.
SSF is not and will never be a standard for balance, it is not for people entitled to getting more without trading.

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