Improvements for Sienna

Hey Fatshark guys,

Now that the new Sienna class is coming, what about a thematic improvement to her in general?

WEAPON CHANGES

I tested these, and they seem okay. However, it’s impossible to get people to test these stuff, so they were made with bots or as a true solo. They seem okay, but more tests are required with players to see how they work in a real group.

1H SWORD
➤Dodge count of 5 instead of 3, thus becoming good at kiting.
➤Heavy attacks got 10% crit chance. This compensates for the low armor damage, and provides even better synergy for pyro.
➤New weapon special attack, a thrust, especially for head poking. It chains into the light overhead.

CROWBILL
➤The light 1-2-3 attacks, the push attack and the heavy 1 got 10% crit chance.
➤The 4th light attack got a mini explosion gimmick, smaller than the flaming flail heavy 1 has.
➤Infantry damage increased by 20%, armor damage increased by 10% for light 1-2-3 and push attacks.
➤Dodge count is 4 instead of 3.
➤Dodge distance and speed has 20% modifier instead of 25%. (Dodge changes are for consistency but also for use)
➤Higher cleave, it can damage 3 skaven slaves on legend.
Pyro can rely on the high crit rate and UC could utilize it, too. It became similar to the 1h axe with less infantry damage and even more armor damage.

MACE
➤A slight damage increase to some light attacks.
➤10% crit chance for uppercuts.
➤Light 3 follows Light 4. Convenient light cycle.
The idea is good to have a push attack-light-heavy, or a push attack-heavy-heavy cycle from which the last 2 attacks are looped, but they’re too slow and weak to be useful in the practice when you’re on your own, and the team mates or bots don’t help you out. And unlike Kruber’s mace, this weapon doesn’t have 5 stamina shields, so an infinite push attack-light-light cycle leaves you without stamina to block when needed. So this push attack-light-light block cancel cycle is weak, complex, and it requires stamina regen on your trinket in the vanilla game without any advantage.
It feels like the poor woman’s cog hammer even after these buffs. The lights are almost as good, the heavies are more versatile, but deal less, standard damage. The heavy 1 causes burning at least, and that’s good.

DAGGER
➤Light 3 (the thrust) got the push attack damage profile (thrust). Insignificant change.
➤Light attacks have a shorter range, they have sword range in vanilla. Not as short as the elf daggers.
➤The heavy 2 attack can be activated by a single click, too. So it’s quicker now.

FIREBALL
➤Normal damage against berzerkers. The vanilla weapon deals only chip damage to them.

CORUSCATION STAFF
I didn’t test this one, but it requires a slight nerf. Not nerfing to the ground as you did with the moonfire bow.

CLASS CHANGES
Nothing fancy, just some tweaks. These are untested.

BATTLE WIZARD

Lingering Flames 10/3. It should have a built in burning damage increase, because it’s not competitive with the other choices. Maybe a 50% increase would be enough. OR the whole class could have this 50% burn increase with a reduction of Famished flames accordingly.
Volan’s Quickening 30/1. The cooldown reduction should be 40% instead of 30.
Kaboom! 30/2. A bit bigger radius, maybe by 20-25%

PYROMANCER

As everybody suggests there shouldn’t be a slowing effect from overcharge. Or radically reduce its slowdown.

Ride the Fire Wind 10/2. What about raising the max stacks to 30 from 20?
On the Precipice 20/2. Remove the overcharge requirement entirely, or reduce it radically.
The Volan’s Doctrine 25/2. If you would remove her slowdown, this talent will be obsolete. I would replace it with a burn effect because of the name of the class. For example 50% burn DoT damage increase. This would make the coruscation staff even more OP, but that staff requires a slight nerf anyway. Another alternative would be a crit damage talent.

UNCHAINED

Some reduction of her ult recharge rate would be better. Other classes can rely more on their more powerful ult.

Outburst 10/2. It’s very weak because the DoT doesn’t kill them, simple attacks are more effective. What about igniting every enemy around her when she pushes? Increasing the push angle could be more interesting, too. What about +120%?
Chain Reaction 10/2. Increase the chance.
Bulwark 15/1. Replace it with Smiter. UC isn’t a stagger machine.
Natural Talent 25/3 10% cannot compete with Abandon. Maybe 20%?

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Actually, no. Unchained should be the melee Sienna, Pyro was given this niche out of pity, but it’s ill-fitting. I’d move BW’s reckless haste and volcanic force to her.

Pyro was designed as the monster-killer sienna, the glass cannon focused on one target at a time. She’s everything but.

:+1::+1::+1:

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