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It’s ironic that everyone keeps complaining about this setup on Pyromancer when it’s not even the “best” one. It’s the easiest one for anyone to use. But not the most OP one.
I do agree though that the hitscan mechanic of the beamstaff which allows it to trigger it’s trait to near infinity is a broken mechanic.
It’s not the only weapon that does that though and all melee characters can fill their meters with ease as well. Slayer enjoys permanent-ult mode as long as there are things to kill. Zealot, shade, and FK all have their ults up constantly. BH has his ult up way more often than needed. It’s just the nature of the game. The procs on beam aren’t sufficient to give it the same potency as other weapons and they aren’t reliable enough to depend solely on, for example, Heat Sink as you still have to vent or you will explode. It’s good, just not broken. This is especially true when you factor in low health + low weapon DPS.
Shade and Zealot are both a lot more “broken” and the only reason I don’t include Slayer in there is that it’s at the mercy of melee bugs right now so it’s a tad riskier. Really though, bugs aside, everything is pretty well balanced right now.
HERESY!
Seriously, though, running RSS on beamstaff is nothing but a meme to me right now. It’s the original Memestaff. You are wasting SO MUCH damage dealing potential, it’s not even funny. It’s the same with WS and her volley: Once you realize that these abilities are not tools meant to be your main source of damage and that your weapon actually outperform them, you will come to realize how pointless the RSS built is on Pyro. It does have a place on Unchained if you omit the CDR for increased radius (or if you really want to make sure your active is always available) and maybe BW (though beam is probably the least effective staff to run on BW by far), but boy, are you wasting the beam’s potential. Oh, wow, you can spam your active every few second if there’s a horde. Or you could, you know, just obliterate the horde with the shotgun and pick of targets with the explosion. Pyro can pack insane damage with the staff and with much higher precision and reliability than she ever could with the active, and if you play your cards well, you CAN guarantee cw-kills with your active without much effort.
I think the reason why so many people fail to realize this is because they are themselves so swayed and tempted by that fire-and-forget burning head that “doesn’t require skill” that they failed to develope any kind of understanding where pyro’s true strengths are - and why they disregard other staves. You can’t play fireball the same way as beam, even though fireball is probably Sienna’s overall strongest and nmost versatile staff that is an absolut blast on all of her carreers. Bolt staff is a bit wonky because of the animations and surprising lack of zoom on charge (and the damage-per-overcharge-ratio might need some tweaking), but it is strong nontheless and can absolutely shred anything armoured. Flamestorm is about the only staff where I think RSS is a really good choice because you lack long-range capability which your active needs to fill, but even there, it can be considered a waste. If you try to play any Sienna like a beamstaff Sienna, you won’t be able to unravel the true potential and will go back to beam-staff, keep spamming your burning head and will come to the forums complaining about it being OP because muh to ez.
Maybe the Memestaff is “too easy”. But considering you are so indredibly underperforming compared to properly utilized beamstaff play, I’m more than fine with that.
Ok, so, all the regulars. Crusading against players with a different viewpoint to yourselves is pretty un-fun for everyone, especially newcomers to the boards. There’s a notable pattern that people are jumped on for having different views or experiences and it’s just not very cool.
Could we, maybe, keep it a bit cooler? Perhaps, if you disagree with a poster providing feedback, consider just not replying to them? A good way for us to guage player sentiment is to firstly look at the updoots a feedback item has (the heart button is a good one). Reporting someone for feedback isn’t fun for anyone. We then look in to the replies. However, damning someone for posting their feedback turns a thread in to a disaster.
Some tips.
- Smash the heart button on feedback you like. Posts like “+1”, “^ This” aren’t needed if you’re smashing that like button. Maybe you have something to add to the feedback you agree with? Sure, add it in to the mix. It’s useful!
- Crusading against someone with feedback different to your own makes the ‘experience’ much less pleasant for an OP. You can not support feedback by simply ignoring it and moving on to the next thread. It’s obvious when feedback isn’t wideley supported and that’s useful to us. You can challenge feedback you disagree with, sure, we’re not going to stop you from doing that, but do so in a respectful way. Should someone get salty at the challenge, then report them using the suited features, but don’t get salty yourself. It takes away from the validity of anyones point of view at that point.
We will look to clamp down on crusading as it’s turning people away from sharing their thoughts, thoughts you may not always agree with, but that they should be able to share without feeling crushed by the weight of the vets.
This is exactly what worried me. 4-5 people that just come to every thread they dont like the idea of and completely deconstruct both the OP and his PoV.
What about completely permastunning bosses and bödvarr without the need of a conc potion?
That may be a valid point, haven’t seen anyone do it yet though… Is it even possible to permastun them like that and trivialise the fight?
Seen it plenty of times. The easiest way to pull it off that doesnt require a beam staff is using concentration potion together with the 50% increased potion duration trait.
But the concentration potion effect can be reproduced with the beam staff wiggle method. Sure, you might get unlucky while rolling for crits, but that might cost you at most a second of delay. All you need is to use the 30% cooldown reduction trait and you are set. 10% CDR on trinket helps quite a bit, but isnt needed.
It really is the worst on Bödvarr, because once hes on the ground, it takes him a long time to get up. More than enough for the next burning head to come flying and refresh his knockdown duration. But bosses are not safe from this. They might get an attack out sometimes, but will never reach the sienna player, enabling her to just wiggle away and hammer the f button.
You can perma-stun him with various other methods as well, not just Siennas ult. FK with a conc pot, everyone having a bomb can stun him to death, oh and is no one going to mention a good shade can kill him 3-4 ults? Can we just get off the Sienna is broken bandwagon?
FK and shade have to be in melee range, making them way more prone to get 180 slammed. They also both need a conc potion to pull it off, wiggle beam staff pyro doesnt. And bombs, seriously? First of all, I had runs where not a single bomb was found. Then, there is no guarantee that you saved bombs for bosses and not to get out of a hairy situation. And then you can only have 4 bombs at a time, which usually all fly out at once in the typical quickplay group, wasting precious stun time. Sure, people might use the chance to not consume bombs, but i have seen so few use it that it might not even exist. The odd ranger vet, sure.
There have also been numerous posts of other classes doing insane damage as well. I just don’t see any that undoubtedly show how OP Sienna is compared to what other classes can do. Sienna is extremely powerful IF you allow her to be. In that case, it’s because YOU let it happen. Don’t stand behind her waiting for everything to die, get in front like you’re supposed to.
Its not about damage. The damage of the head is just the cherry on top. Its about lockdown while everyone else is free to attack the boss with very little consequence.
That’s a game coding issue, not Sienna being OP. Make it so her ult doesn’t stun, problem solved.
Eh? So now its a coding issue? Why wasnt it a coding issue in your first response?
Also the “coding issue” is what makes sienna “OP” in these situations. Which is a term i never used, btw.
I would call it cheesy, because she completely trivializes one of the most threatening situations in the game, which can also happen multiple times per run. While sienna has no drawbacks in other situations, as people so freely point out.
For me, it was never about people using the “build” throughout the whole run. Its how easily it can be incorporated in normal sienna gameplay. You only have to use a trait and a talent, thats it. No real sacrifices.
I think the problem is more with the nature of the lazily design of auto aim, in any case that is a crazy fast recharge.
Thank you
Beamstaff wiggle is a tool in your arsenal, of course. I use it when I play beamstaff if I need my active up. But not sacrificing anything, I can’t see that. You do sacrifice damage dealing potential with your staff. The boss wiggle-perma-stunlock, sure, that can be a stronger point of this build. If it works, that is. Can’t rely on crits even on Pyro.
In specifically boss fights, pretty sure beamstaff does less damage and overheats way more in the same timespan the burning head cooldown is gone when using wiggle.
Thats the thing tho with the wiggle. You basically can rely on crits with the ridiculous high tick rate that can be achieved. And even when you dont crit, the cooldown reduction that is granted on hitting things anyways still applies to every tick. Which, according to this post is 0.25 seconds every hit.
So, 40 sec cooldown. 30% goes away, thats 28 seconds left.
Lets say beamstaff hits 8 times per second. Which is not unusual from what i have seen. Thats a flat 2 seconds reduction every second. Plus the second that has passed, 3 seconds. Thats the baseline.
Now with crits. Crit on staff, crit on trinket, base crit, getting us to 15%. Leaving pyro passive out on purpose.
Which means every 6th-7th tick is a crit. RSS giving you 2 flat seconds because it still doesnt do what it tooltip suggests.
So take the previous 3 and add 2, thats 5 seconds worth of bar disappearing every 1 second. On average. Against a single target.