Yes, in boss fights. Outside of boss fights, there’s better setups. I don’t see the problem. There’s a million and one ways to completely “trivialize” boss fights. The same discussion was held about almost any “boss killing” carreer and strategy, be it Shade, old Huntsman and whatnot. I don’t see the problem with it.
The problem isnt how strong it is alone. The problem is the complete lack of effort invested. As a shade, you have to be in melee range. Which always brings the danger of getting hit by a swing that was meant for a teammate, even when accounting for it. Or the boss just runs off and shade cant catch up. Old huntsman isnt relevant, because hes not in the game like that anymore. (Please nobody start going off about huntsman nerf). Footknight has the same issue as shade, only he isnt invisible and most likely has aggro already. Again, positioning and thought is required. Oh, and every career relies on potions to pull off their shenanigans. Lets assume we play a deed with the no pickups are found mod. What ways are there to trivialize boss fights for a single career? I cant think of any. (For real, no memes or sarcasm)
Sienna just stands back, wiggles, presses f. No danger is coming from the boss if her sense of positioning is at all present.
Bounty hunter volley crossbow spam “works pretty well against bosses”
Pyro burning head spam completely removes any thread from bosses and bödvarr. Its the same level of cheese as back in V1 where everyone bombed the ogre into walls.
When a damn act-boss lord spends the entirety of the fight on his back reconsidering his life choices, something is wrong eh?
Well I’ll just have to disagree that it’s an issue. As in the shade threads and others, some people think boss fights are awesome and highpoints, while others think they are boring bullet-sponge fights that only serve to prolong the map.
Neither opinion is right or wrong, because they’re opinions. Personally I have no problem at all with certain builds or careers making bosses easier than others.
Just as I will have to play in QP with people not specced to kill bosses fast, I’m sure the other side can quite easily tolerate being in QP with people who are specced to do it fast.
Different choices for different tastes and all, yes? Let’s stop removing build options from the game.
Friendly fire is another big factor. Even if it isnt the sienna player throwing out heads with no regards to teammate positioning, the head just goes where it pleases, and that more than often enough happens to be a route straight through a teammate’s body.
I think the head should get the same treatment as trueflight mechanics got in V1: You need to aim at your target while holding the head until the red outline appears around it, then the head will go for headshots. If you havent locked onto a target, the head will go for center mass and has a lower count of targets it can hit.
Well the mechanic of the burning head itself is a completely seperate topic, but I certainly wouldn’t mind some tweaks to it to avoid friendly fire.
I’m not one of those people who go ballistic when something is autoaim and “no skill”, but if you remove the autoaim from the ult, you might as well remove the entire ult and come up with something new.
I mean if FS decided to go the route of removing autoaim from WS and Pyro ult, they shouldn’t just do that, they should come up with something completely new.
There are different playstyles according to different strengths in this game. You can kill hordes with Sienna? WOW!!!
So can Ranger Veteran or Ironbreaker, are they also OP? You guessed it, no.
Can you kill Bosses with Beam Staff?Nope.
Something is only OP when it excels at every job there is in the game, not only one.
Can’t speak for others but the reason I tend to point out major inconsistencies in cries for nerf is because I simply do not trust FS to exercise sound judgment following the handling of the last batch of adjustments. Also, I feel there are a few logical inconsistencies in what you’re saying. First, people don’t make “this mechanic is working just fine” threads, so if people don’t call out BS and you’re using a popularity/upvote system to assess the validity/accuracy of a post, you’re already skewed all to hell. Second, it goes both ways in that everything you stated applies to both sides of any argument, which ultimately defeats the purpose and benefits no one. If something is factually/demonstrably inaccurate or outright wrong, not pointing that out is silly.
Well said. And we weren’t disagreeing with him because he has a “different viewpoint”, he was blatantly wrong or he was lying and knew it but wanted a nerf. He was claiming it’s a bug, which it isn’t. He was also claiming it’s overpowered, even though nearly every single other weapon in the game does more damage, and does it faster. When this was pointed out to him, he then went on to say damage doesn’t matter. And the reason he wants it changed is because “It is boring and makes runs lame”… I supposed that is indeed, “feedback”, but it’s pretty disingenuous.
The Beamstaff… If it’s intended for it to work the way it does or not, I don’t know. Fatshark knows.
But lets assume that is it “broken”. It’s an easy fix really.
The mechanic on how beamstaff works from testing is that it seems to procc on crit effects just by swaying over a target or between targets. That’s why you see videos of people aiming erratically like a broken aimbot to abuse this mechanic with strong traits like crits remove heat or crits reduce ultimate with 2%.
Combine that with the Exhaust talent on Pyromancer with an already powerful ultimate and you NEVER have to ventilate. FYI, Any beamstaff Pyromancer that ventilates is doing it wrong. That’s a pretty strong and easy build. Especially for new players since it’s so easy to get into and use. Which might also be the reason why there is such an uproar on this topic. Since alot of people don’t want this removed since they like to have this “crutch” build. While others want it changed because they simply think it’s broken and boring to play with beamstaff pyromancers. Either way it’s up to Fatshark to decide.
So how to fix it? Well one idea is to just change the way the beamstaff can procc “on crit” effects. Make it so you have to stay on target for it to procc instead for allowing it to procc from swaying around or between targets. That would remove the overpowered status but still keep it in line as an amazing longrange elite killer.
Just an idea I had about this topic. To put it frankly I really do hope that Fatshark reads all these threads but takes most of it with a grain of salt. Just because a majority of people complain regarding a balance issue doesn’t make it right. You probably already have the data Fatshark. So use that when making decisions.
And what if the beamstaff is not broken? Fine, just leave it be. No point in bothering with it then.
I’ve already linked a post from the Devs confirming that it is indeed working as intended. But they are always listening to feedback.
Again, as I’ve pointed out and so have others. By wiggling the beamstaff, you do the least damage possible. The beam staff is designed to do more damage the longer it is on a single target. You can actually do around the same damage as the ULT just by triggering the beam after you have it on target for a while (Right clicking after around 2 seconds of holding down left click). That’s for a single target though, again, all her other staffs vastly out preform the beam.
As I’ve also pointed out, her ULT is actually one of the weaker ones. It can hit around 5-8 horde mobs or 1 heavy mob like a stormvermin. The Waystalkers ULT can delete 3-5 stormvermin even on Legend and 3x the amount of horde mobs as the Pryo’s ULT. So allowing it to be spam-able is kinda the point to make up for the really low damage and kill speed.
At the end of the day, let’s be real. The video he posted is not really anything extreme. A HM with a glaive could of held that entire horde at the gate a with a simple 1-2 left click followed by push and dodge right/left until it was wiped. Taking no damage and stun locking it. Ofc you need actual skill to do that. But a WS with hagbane could do the same exact thing, and the gate is a perfect choke point. Hagbane to the front of the horde, jump and hagbane the back of the horde. What this does is knock down the front and stops the ones in the back from moving forward. Then just spam hagbane shots and watch everything die, fire an ULT in every couple seconds and regen all your ammo. Or if he really wanted to show the beam staff off as being OP, he could of stood at the gate and just shotgun blasted everything with right click. More efficient and faster. GG
Also, Venting is way better than the lvl 25 remove all overcharge trait. The whole point of this build is to get more specials out. So take the 30% reduced cooldown on ult and 10% cooldown trinket. This way you get out more ULTs, and you get so much temp HP that venting is a non-issue.
Pretty much this. The exhaust talent has its place in certain builds and it is definitely welcome as a crutch if you are still learning how many attacks you can spam out without overheating, so it allows for more margin of error, but in the long run, especially with Pyro, you want maximize your dps and cast your spells with as much overcharge as you can get away with, and that includes the burning head. It really is baffling how many people get swayed by this build.
Try fireball staff and stop talking about things you know nothing about.
You don’t belive, I tried both of them, in fact I was prety sure Fireball is better, oh was I wrong or was I wrong…
We had discussion about Sienna’s boss killing potencial in this thread.
This, so bold, almost like herES- don’t you know you can’t talk about this issue it’s just a shitpost fest.
Edit after reading:
Or any other “over-performing” builds.
I tried this out a few days ago. You can gain an entire ult charge in under 1 second if there’s a bunch of stuff. For that reason alone I’d say it should be looked at again.
I don’t normally post here, but, after reading through this chain, I feel somewhat compelled.
This whole conversation seems to have gone off the rails talking about different classes or weapon choices being “OP.” None of that conversation is relevant to the issue raised in OP’s original post. This could just as easily have been labeled as a bug report.
The patch notes to 1.0.6 confirm that on-hit proc effects (heatsink and RSS) should not work with an initial beam tick. Here is the language lifted directly from the patch notes:
“Beam: Ignore first contact tick on beam for on-hit procs and from build up of damage-scale for shot attacks.”
This seems like a regression since this issue was previously addressed and patched. Or can someone here point me to a dev post or comment claiming that this is an intended feature?
Is it Overpowered? IMHO, no.
Is it kinda easy to play, yes.
Is it annoying to have on your team, yes.
Is it fun, absolutely not.
Why anyone would play a build like this is beyond me.
Yes I have tried it.
Except you didn’t read the thread or you would have saw that I linked the Devs posts more than once clearly stating that this is not a bug and working as intended.
As for it being OP, you can’t just claim something is OP. You need to have something to compare it to… I could claim the halberd is OP because it’s Krubers best melee weapon. Are we going to nerf it? I would hope not because it’s still not as good as many other weapons on other classes.
But yea, I kind of wish it was placed in the wrong section of the forum, under bug reports so the Devs can once again state it is not a bug and close this stupid thread as has been done many times before. This is what happened last time this thread was posted in the bug section.
even though nearly every single other weapon in the game does more damage, and does it faster.
While calling out your self-proclaimed enemy (by how outrageously rude you “argued” the entire topic) as a liar it would HELP if you didn’t exaggerate like this. Because it just makes you come across as a massive **** rather than convincing anybody that currently thinks that the Beamstaff is stupid.