I’ve reconsidered and realized that some of the changes were a bit excessive. So I’ve made a few minor adjustments, but the core criticism and rework suggestion remain essentially the same.
CHANGES
Living Bomb:
Cooldown 120s → 90s, increased stagger for monster, radius 5 → 6m.
Explosion burn damage 11.5 → 60. Clears only 50% / 20 Overcharge and cancels Explosion from Overcharged.
CHANGED (Decreased explosion burn damage from 30 + 50 over 5s → 60)
(The fire damage should be calculated with your “Unstable Strength” BEFORE it gets cleared due Living Bomb.)
CHANGES
Unstable Strength:
Increased melee power on high Overcharge by up to 60%. → Increased melee power and all of her burn damage (excluding her staffs) on high Overcharge by up to 40%.
CHANGED (Power decreased from 45% → 40%)
(I reduced it because her burn damage is now included and her burn damage overall is increased. Also she got some more talents for her melee potential.)
Overcharged Explosion:
- Damage reduced from 25.5 → 20 but gets increased by “Unstable Strength” now.
- I didnt find it anywhere but IF the radius is 5 meter, then: Radius 5 → 6 meter.
Level 10 CHANGES
Frenzied Flame: Increases attack speed by 15% while at or above 50%/20 Overcharge. → Increases attack speed by up to 20% while at or above 75% / 30 Overcharge.
(4% attack speed per 15% / 6 Overcharge. The attack speed is a bit higher because i reduced her “Unstable Strength” but it needs a higher Overcharge too.)
Outburst: Pushing an enemy ignites them, causing damage over time. Heavy attacks make the next push arc 70% wider. Burn damage increased from 12.75 over 6 seconds → 15 over 6 seconds.
CHANGED (Burn damage decreased from 18 over 6 seconds → 15 over 6 seconds)
(The burn damage is a bit higher and gets even higher with “Unstable Strength”.)
Scorching Weapons (new): While at or above 50% / 20 Overcharge, light attacks ignite for 3s, 8 burn damage/sec.
CHANGED (Burn damage decreased from 10 over 3 seconds → 8 over 3 seconds)
(A new talent because the old “Chain Reaction” is now a level 25 talent. This new talent shall give Unchained the ability to ignite enemies without a staff, Living Bomb, or a push from “Outburst” from the same row. Also some good damage, because you lose the attack speed from “Frenzied Flame”. New attacks on an already burning target only refresh the burning and doesnt stack.)
Level 20 CHANGES
Dissipate: Block cost is reduced by 50.0% when Overcharged and blocking attacks vent Overcharge. → Block cost is reduced by 50%. Blocking attacks vents Overcharge when at or above 37.5% / 15 Overcharge.
(This should fix the small “problem” that you could lose all your Overcharge when you have to block but want to fight back.)
CHANGED
Conduit: Increases the rate of venting Overcharge by 30% and reduces damage taken from venting by 50%. → Increases the rate of venting Overcharge by 25% and reduces damage taken from venting by 35%.
If she is exploding due Overcharged, and doesnt have her career skill up, she now nonstop vent to stop it but without the reduced damage to herself. In fact, it costs her permanent health double of the amount of the vented Overcharge until she reach 50% / 20 Overcharge. This effect has a 120 seconds cooldown.
(Because of her loss of “Abandon” which trades health with cooldown reduction to get her career skill fast to prevent her death from exploding due Overcharged, i reduced the values for a new effect which stop the explosion but it costs health now just like Abandon did. Also she cant stop the venting then, she HAS to vent until 50% / 20 Overcharge but she cant die from this effect. It has cooldown too for better balance.)
Numb to Pain: Reduces damage taken by 5.0% and overcharge generated by Blood Magic by 16.6% for 15 seconds after venting. Stacks up to 3 times. → Reduces the damage reduction from “Blood Magic” to 35%, but no longer converts damage taken into Overcharge.
(The old Numb to Pain is nearly unplayable. It forces a melee class to pull out the staff every ~10 seconds to gain Overcharge and vent it for a 15-second buff. The buff is strong - nothing bad to say about that - but it disrupts the gameplay heavily. Thats why nobody played it. This new talent is far less complicated.)
Level 25 CHANGES
Enfeebling Flames: Burning enemies deal 30% less damage. (No changes.)
CHANGED Abandon → Chain Reaction
Chain Reaction (from lv10): Burning enemies have a small chance to explode on death, staggering enemies nearby.
(40% chance to occour and the burn must come from Sienna but she doesnt need to do the last hit. Stagger diameter increased from 4m → 5m. Now you can choose between stagger or less damage from this talent row alongside with your two burning sources from level 10 or your staffs, “Wildfire”, or just do more physical damage through “Fire Engine”.The stagger power should normally only stagger Infantry but with your higher power from “Unstable Strength” up to Elite and Berserker but never Chaos Warrior. This stagger effect doesnt give you themporary health anymore with “Second Wind”)
(The old Abandon is gone mostly because of the lower career skill cooldown, and some adjustments of the level 20 talents.)
Fire Engine (new): “Unstable Strength” now goes up to 60%. But “Unstable Strength” doesn’t increase your burn damage anymore.
(I increased her overall physical potential and burn damage, and let it benefit from “Unstable Strength” but reduced it to 40% for balance. With this talent, you get back the lost 20% but deals no longer increased burn damage.)
Level 30 CHANGES
Fuel for the Fire: Each enemy hit by Living Bomb increases power by 5.0% for 15 seconds. Stacks up to 5 times. → Living Bomb no longer clears Overcharge. Attacks cannot be interrupted for 8s. Cannot explode due Overcharged during this time. Each hit during effect reduces Overcharge by 20% / 8 after effect ends to cancel the explosion.
(This effect makes her the unstoppable(or in other words, she cant get staggered or pushed back but still grabbed from Chaos Spawn for example) melee class she supposed to be because she can attack freely and with full potential but clear easily all the Overcharge after the time to add a downtime after this rage. But she can still die when health goes to 0.)
Wildfire: Living Bomb grants Sienna a scorching aura that ignites nearby enemies for 10 seconds, causing damage over time. Increases the stagger power of Living Bomb. → Its explosion changes to a fire aura for 10 seconds in an 6-meter radius.
CHANGED (Chain Reaction effect is gone because its a level 25 talent now. Also it doesnt change the stagger)
(The explosion from Living Bomb changes to a strong fire aura but keeps its initial stagger. Damage per tick increased from 2 per 0.5 seconds for 10 seconds → 2.5 per 0.25 seconds for 10 seconds. So a total damage change from 75.75 (10.75 initial damage plus 40 pure damage and 25 burn aura over 10 seconds) → 100 (100 in 10 seconds) pure burn damage. This change should make this talent a valuable damage option to be the fire force she suppose to be while not being hard-focused on melee attacks themselves - just some Overcharge. The damage of the fire aura should be calculated with your “Unstable Strength” BEFORE it gets cleared due Living Bomb.)
Bomb Balm: Living Bomb restores 30 temporary health to allies. → Living Bomb restores 30 temporary health to allies within a 12-meter radius. Clears all Overcharge now. When used while exploding, it changes the restored health to 10 permanent and 20 temporary health to allies.
(Some permanent health instead of THP when used while exploding. Especially good when using “Conduit”, because it consumes permanent health to prevent your death from exploding.)