You can choose not to discuss it all you want. But the flaming skull isn’t even what makes Sienna so good right now. What makes her so strong is her beam staff. If you begin casting beam staff and it’s a crit, every tick from that particular beam will also be a crit. If you also have the weapon trait that reduces overcharge on crit, you basically have an infinite beam attack. I’ve seen Sienna’s MELT bosses with a beam staff and THAT is what’s overpowered about her. Hopefully that’s a bug and it’ll get fixed but her flaming skull isn’t game breakingly overpowered. In fact, the Kruber that I tend to play with does about 6-7k damage with almost only melee kills using his halberd. I tend to average 8-10k as a Kerillian main using Halberd and Swift bow.
Sienna’s tend to do a decent amount of damage but I’ve never had a Sienna out perform my Kerillian without the beam staff “exploit” and I’ve certainly never seen a Sienna single handedly defeat an accidental Chaos Patrol. My halberd kills a Chaos Warrior in 3 heavy attack combos. Having an “ultimate ability” that’s capable of doing equal damage while on a cooldown is certainly NOT game breaking.
Could you please elaborate? I played all 5 characters to 25 during the closed beta and have since only played Sienna and Kerillian to 30 during live. But I’m curious what you think I got so wrong that I’m not coming from an informed point of view. I still have close friends that I play with every day who make up every character and we’ve experimented with every career combo we could come up with for Legend runs and there are very CLEAR weak links in that regard.
I feel that the changes made from Pre-Order Beta to release made the game less fun. The major issue I saw in the game prior to release was the ability to 1-shot bosses, but I think that those big attacks should still be viable. A strength potioned crit special from Bounty Hunter should rip a good bit of health from the boss. I think that by nerfing the damage of the party and increasing the HP of the bosses has led to boring fights where you just try and chip the boss down over a prolonged fight.
In response tomoofercfg, I’d argue that Kerillian’s regen should simply be restored to pre-release status instead of the change you recommended for the following reason: If the HP is restored until 50% before grims, then it might as well be 100% for any game where you are getting grims. For teams that are not getting grims because of the difficulty spike, then giving them extra regen would also allow them a better chance of success.
I agree with the sentiment that class balance is less important in a cooperative game. Let some things be really great. Ideally each profession would have something awesome to bring to the table. Some folks will find the optimum combination, but since the game is not competitive, such min/maxing is not required.
i agree generally and i don’t care about green circles on the scoreboard as long as we win, but it can reach a point where you feel like you’re a detriment and should be playing something else. the tanks are in a decent spot and each brings their own thing to the board, but on the damage side of things right now it’s a mess.
dmg cap on hit won’t increase your dps on bosses. tanks won’t be increasing their dps, and dps would feel undervalued that way.
although i agree some form of scaling for tanks on recruit should be done to make it easier for people new to the game. feedback so far has been that they’re overtuned for recruit level.
yeeeeah see with pyro and the proper build , you don’t meele, at all, i’ve finished runs with 0 meele kills while having most damage / kills. Whole point of sienna.
You set the cap high enough that your burst DPS characters can chunk a boss without melting in 5 seconds.
Otherwise you get the old bullet sponge bosses we have now. Now you have to have specific characters to even have a chance against some of them on higher difficulties.
High damage, Fire and forget, multiple enemies. It’s a no-brain ability that should be change. I’d even settle for it to have to hit something first before it bounces, and it can only chain with enemies within a small/medium distance.
ow don’t believe the stories. The pyro ultis quite… special. I don’t know what the logic for targeting is with it but i havn’t figured it out yet… sometimes i’ll shoot it at a sv patrol it’ll kill one SV and maaaaaaybe chain to some random slaves in the area or just… fizzle out, other times i shoot it behind me if i heard a special “audio que” to fish for it and it goes in the oposite direction and hits a 3 plague monk pod we havn’t even seen yet…
It’s strong in the sens thats it’s a DELETE buton for ONE special, wich… is nice but what it does beyond that is in the hands of baby jebus
Yea, and I do the same with Battle Wizard and some meleeing.
Also don’t forget there’s Unchained, so it can’t be the whole point of Sienna to not melee at all, it tops out at 66% pointiness at best.
That’s not how it works. It has a max damage output before it dissipates. Even against specials you might get 1-2 but I’ve yet to see it get 3. Kerillian’s trueflight volley can take out 3 storm vermin but then its done. A flaming skull will hit one chaos warrior, kill it IF it’s a headshot, then flutter to another target with only a little damage leftover. With a strength potion it might kill 2 but most of the time if I shoot it at something, the goddamn skull will get distracted and flutter off to kill a few slaverats then dissipate. It’s not NEARLY as OP as you think it is.
The only argument that could be made to how overpowered it is, is during bossfights with a concentration potion and 50+ increased potion duration trait.