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    Pyromance should require a Stat

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    Post by Soris Ice Goldwing Sun May 19, 2013 12:47 am

    Make it stronger but short term for flash sweat.
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    Post by Dibsville Sun May 19, 2013 12:47 am

    I don't think Pyro itself needs revamped, just the hitboxes should be toned down a bit.
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    Post by Soris Ice Goldwing Sun May 19, 2013 12:48 am

    Maybe it just needs to be toned down and have more things resistant to it?
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    Post by RANT Sun May 19, 2013 12:49 am

    which is why getting burned for every cast of any pyro would make it balanced, even if they hae flash sweat they're still getting a little self damage which in the end helps the other guy, meh, what do I know. but yeah, I hope they fix it somehow.
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    Post by Seignar Sun May 19, 2013 12:50 am

    What if Pyromancy just got longer recovery times? I see many good ideas in this thread by the way!
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    Post by Dibsville Sun May 19, 2013 12:51 am

    I'm thinking maybe your can have an "Overheat Bar", and constantly casting Pyros will cause your flame to get too hot to touch, and make it unusable for a short period.
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    Post by Soris Ice Goldwing Sun May 19, 2013 12:52 am

    My issue with longer recovery times is being stunlocked or just have it spell the death of you for using it.
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    Post by Dibsville Sun May 19, 2013 12:55 am

    Maybe they should just slow down the spells, so that, for example, the current base DEX cast speed would be the equivalent of 40 DEX.
    This way, we'd never have the almost instantaneous casts that we currently do.
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    Post by Seignar Sun May 19, 2013 12:56 am

    An overheat bar is good, but I still don't think its enough to balance it. The magic doesn't need to be spammed, it is technically already regulated by the attunement system and most builds are probably melee so it isn't really a weak point. I don't think anti-spamming features are going to balance it as the main thing that makes them broken is their sheer power from 1 cast.

    What needs to be effected is the overall efficiency of the casts themselves.
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    Post by Dibsville Sun May 19, 2013 1:00 am

    How about we have a bar that builds up as we use Pyromancies, and the higher it goes the slower we cast them?
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    Post by Soris Ice Goldwing Sun May 19, 2013 1:02 am

    Slow speed bar? That is new to me. It might patch the issue slightly though.
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    Post by Seignar Sun May 19, 2013 1:04 am

    Depends if that build-up is permanent. I say that they should be slowed, but people have already pointed out how that would just lead to fishing in PvP.
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    Post by Soris Ice Goldwing Sun May 19, 2013 1:06 am

    The answer to bs fish is to throw it at the ground you stand on.
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    Post by Dibsville Sun May 19, 2013 1:06 am

    No, not permanent, but the only way to cure it quicker than the cool down should be an item that only cools down half the bar and can only be used once every few minutes (2 minutes?)

    Also, your hand should shake more when summoning the flames in your hand as the bar gets higher, as if it's becoming harder to control it.
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    Post by Soris Ice Goldwing Sun May 19, 2013 1:09 am

    Ice stone Dibs? It could reduce but not completely cure it.
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    Post by Seignar Sun May 19, 2013 1:10 am

    @Soris: How do you throw it to the ground if you get BS'ed before you even let it out?

    I'm quite adamant on my opinion that making some sort of anti-spam mechanism is not the way to go for Pyromancy as anti-spamming is already done with attunement and it would also not be hindrance since most of these builds would be melee.
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    Post by Dibsville Sun May 19, 2013 1:10 am

    Yes, something like that. Maybe it could heal a percentage of it, like say 40%, that way you can't heal a slightly built up bar, and it's better to wait instead of just using it to regain spell speed.
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    Post by Soris Ice Goldwing Sun May 19, 2013 1:12 am

    Seignar wrote:@Soris: How do you throw it to the ground if you get BS'ed before you even let it out?
    A bit of the player's ability to predict a bs really, you sense it coming and throw it before they get a bs. Now they could raise greatfireball to break poise that is a bad idea.
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    Post by ICEFANG Sun May 19, 2013 1:20 am

    What they really need is to make all magic viable, but also introduce a bar for magic (magic, mana, magicka) that acts like stamina, the bigger and better the spell is, the longer it would take to regen/more of the bar would be used. Att could increase your slots but also increase the bar/regen time.
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    Post by Dibsville Sun May 19, 2013 1:22 am

    ICEFANG wrote:What they really need is to make all magic viable, but also introduce a bar for magic (magic, mana, magicka) that acts like stamina, the bigger and better the spell is, the longer it would take to regen/more of the bar would be used. Att could increase your slots but also increase the bar/regen time.
    We had that in Demon's Souls, it was called "Intelligence". It was abused and exploited and I hope From Soft never takes limited castings away from us. We need limited.


    Last edited by Dibsville on Sun May 19, 2013 1:23 am; edited 1 time in total
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    Post by Soris Ice Goldwing Sun May 19, 2013 1:23 am

    Seems more reasonable for that bar to be a mana bar and scale with int ICEFANG.
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    Post by Dibsville Sun May 19, 2013 1:25 am

    No...
    Not Demon's all over again...
    Gaining spell slots AS WELL as extra mana for even more spells...
    Please, never again.

    Old Spice exploiters *shudder*
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    Post by Seignar Sun May 19, 2013 1:26 am

    While we just got on that topic, I would like to say I would prefer if we switched limited castings to a limited mana bar that only regenerated at a Bonfire or every time you damaged enemies with a separate new stat dictating how much of damage is converted to mana.
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    Post by ICEFANG Sun May 19, 2013 1:28 am

    There would still be limited casting, but a bar that prevents spamming of bigger spells and makes smaller spells better.
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    Post by Dibsville Sun May 19, 2013 1:29 am

    That would still be exploited as you could have multiple castings of a powerful spell as you would need to make up for the fact that you lose out on separate casts.

    In other words, say a Fireball took 10 mana, and a Firestorm took 50 mana.
    We already get about 1/1/6 casts of Firestorm, so there's 80 mana right there, and then making up for the four Fireballs, another 40 mana.
    Boom, two full casts of Firestorm and then some as compared to the limited one we had before.

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