Balance Proposal for Fire Spells

I would like to try and offer my perspective as to why Fire Spells are underperforming compared to Frost and Lighting Spells.

While playing Gemling Fire Mage, Pathfinder Incinerate in 0.2 and now Fire Elemental Druid in 0.4, I've narrowed down the culprits to these two spells.

Fireball + Living Bomb.

The problem I see with these two spells is that they are underwhelming in terms of results, after spending time to create a dedicated build around them.

Fireball, isn't worth infusing because the resulting explosion of lesser fireballs will either fail to hit anything or get absorbed by walls or
doodads within the map, requiring you to invest in effects that allow you to chain off terrain in the hopes of maximizing the results of the explosion.

Meanwhile, Living Bomb is a dead weight because it's a support gem, given to us in the form of an active skill gem which requires us to actively incorporate it in our rotation.

Because of it's passive nature, Living Bomb robs us of Fire Infusions in Boss battles with no minions and robs us of potential damage by having projectiles chain back at the boss from various pieces of terrain.

The conclusion I've reached, is that the Infusion Effect of Fireball should be changed by having it apply the effect of Living Bomb, instead of causing a barrage of lesser firebolts.

This will then leave you with a slot open to create a new fire spell which generates Fire Infusions or allow you to reintegrate Solar Orb, (with the added effect of now generating Fire Infusions) back into the fold and scrap Pyrophite Staves from the loot table.

If you were to reintegrate Solar Orb back into Elemental, you could also make it a target for Snap and have it end it's effect early in exchange for generating both a Fire Infusion and an explosion of Lesser Fireballs, based on Fireballs current Infusion Effect.

Towards end game, a Fire based build should have the following rotation:
Pre Incinerate: Solar Orb near Caster -> Snap to gain Fire Infusion while launching a barrage of lesser Fireballs towards crowd of monsters > Infused Fireball > Regular Fireball/Firebolt

TL;DR, please Change Infusion effect of Fireball to that of Living Bomb, then give us a new spell which creates Fire Infusions. We are willing to accept Solar Orb as the new Fire Infusion generator as long as you give it the secondary effect of being a viable target for the Snap Spell to have it activate Fireball's Current Infusion Effect, while also leaving us a Fire Remnant.

We also don't mind Pyrophite Staves not being in the game anymore.
Dernière édition par draco359#5475, le 19 déc. 2025 à 06:31:02
Dernier bump le 19 déc. 2025 à 06:24:48

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