Wizz Ignite skill feedback | The Legend of Mir
  • EXCLUSIVE NEW PLAYER EVENT
    The Legend of Skull Island

    Experience a unique starter adventure on Arcadia: trapped in the Mineral Mines alongside the Islebound Kin; a small clan if islanders who have been isolated since the emergence of a great fiery harbinger. As the village scribes uncover lost magic, new heroes are rising to power. Discover the legend of Skull Island and harness your power to save the islanders from certain doom.

    Embark on new quests and face exciting challenges with the Arcadia community. Forge powerful new characters for your account and earn some much desired Elysian Ore.

    ALL new characters are welcome!
    read more..
    Download Arcadia

Wizz Ignite skill feedback

cfccc

Newby
Hi Scorpian,

Ignite skill used to be a wildly popular skill used for pvp as a way to have kill potential, then it got disabled for pvp ( making it a useless spell) and then reenabled with less dmg (30% less dmg i think ? ) for pvp and all classes super easily being able to dispell the ignite.

Right now what is ignite's skill purpose ? it's not used for PVE in any situation at all, and is also not used in PvP in any situation at all because the ignite skill does alot less dmg in pvp and takes enormous amounts of time to blow up when all 3 classes can just simply easily dispell it (charge and pushing skills if anyone is wondering what skills purges/dispells it).

So right now the skill is completely useless.

I have a suggestion for it.

How about you do the spell as a damage over time effect ? theres plenty of skills that causes damage over time from other classes/mobs like poisoning, bleeding, burning, etc.

You could do the ignite spell as a burning damage over time effect not dispellable with a cooldown (and remove the less dmg for pvp).

In that way the skill could actually be useful and be used for pvp and pve and it would be easily to balance the skill by tweaking the numbers.
 
Last edited:
Hi Scorpian,

Ignite skill used to be a wildly popular skill used for pvp as a way to have kill potential, then it got disabled for pvp ( making it a useless spell) and then reenabled with less dmg (30% less dmg i think ? ) for pvp and all classes super easily being able to dispell the ignite.

Right now what is ignite's skill purpose ? it's not used for PVE in any situation at all, and is also not used in PvP in any situation at all because the ignite skill does alot less dmg in pvp and takes enormous amounts of time to blow up when all 3 classes can just simply easily dispell it (charge and pushing skills if anyone is wondering what skills purges/dispells it).

So right now the skill is completely useless.

I have a suggestion for it.

How about you do the spell as a damage over time effect ? theres plenty of skills that causes damage over time from other classes/mobs like poisoning, bleeding, burning, etc.

You could do the ignite spell as a burning damage over time effect not dispellable with a cooldown (and remove the less dmg for pvp).

In that way the skill could actually be useful and be used for pvp and pve and it would be easily to balance the skill by tweaking the numbers.



I for one completely agree , skill is pretty useless . I don’t even have it on my skill bar. I think that’s a great idea making it tick HP before it goes bang . That would make it a more worth while skill to use . The other 2 classes have skills that drain HP . I can’t see why not even if it lasted 5 secs before it went bang would make it a good pvp skill .
 
I for one completely agree , skill is pretty useless . I don’t even have it on my skill bar. I think that’s a great idea making it tick HP before it goes bang . That would make it a more worth while skill to use . The other 2 classes have skills that drain HP . I can’t see why not even if it lasted 5 secs before it went bang would make it a good pvp skill .

But i mean removing the bang effect, just placing it as a burning dmg over time effect, because the problem of the skill has always been the bang effect for having to much kill potential, making it always a broken or useless skill when balancing.
 
I for one completely agree , skill is pretty useless . I don’t even have it on my skill bar. I think that’s a great idea making it tick HP before it goes bang . That would make it a more worth while skill to use . The other 2 classes have skills that drain HP . I can’t see why not even if it lasted 5 secs before it went bang would make it a good pvp skill .

Then you will have all FB on forums crying and ask for 0 cool down on BC lol
 
Maybe make it a passive skill that procs when you hit something with flame disruptor or dragon break, where it lands fireburn similar to the way slice works
 
Maybe make it a passive skill that procs when you hit something with flame disruptor or dragon break, where it lands fireburn similar to the way slice works


Yeh, that would be a good idea, just like we have for thunderbolt with multistrike, we could have something like that
 
Not sure about the damage change (I don't recall without looking into it)

One reason to use it is because it forces the target to have to disable it, or not. Which could afford you some time in the right circumstances. In a chaotic environment a player may not realise they have been tagged, they may have low MP or they may not know how to disable it.

It's definitely a niche skill but should have uses at the right time in the right place
 
Back
Top