Report 1243

Special Report #1243
Skillset: Pyrochemantics Skill: Arson
 Org: Pyromancers Status: Completed Jul 2013
Furies' Decision:
We will increase the damage as per solution 2, though not quite to the extent
requested.
Problem: Pyrochemantics looks to be built to be an offensive alternative to
Pyromancy, trading range of effects for mobility. While this mobility is
achieved, the limited strength of effects due to a smaller power range results
in an offense that does not smoothly contribute to a kill. The abilities within
lack a continuous pressure to hinder a target or build for a kill, forcing the
Pyro to focus on one or the other only. Comparatively, all other archetypes
build towards both, leaving Pyrochemantics easily thwarted by any basic curer.
[A: 0 R: 0] Solution #1: Introduce an aspect of Pyromancy Incinerate to
 Pyrochemantics Arson, causing an amputated limb for
 every pertinent affliction stuck upon Arson's
 completion. Arson currently suffers from the fate of
 bardic DiscordantChords, not causing enough damage to
 kill the heartiest of targets (which any demigod
 combatant is, when faced solo) while straddling the
 line of too much damage in groups or any midbie. This
 enables Arson to perpetuate both a hinder and a kill
 method (damage) without crossing that 'too much
 damage' line.
[A: 0 R: 0] Solution #2: Alternatively, alter Arson to be a flat percentage of
 damage dealt affected individuals, causing 18% of a
 victim's health for every pertinent affliction stuck
 on its completion. Of course, with no pertinent
 afflictions stuck, no damage is dealt.
Player Comments:
---[Enyalida on 8/8 @ 18:23 writes]:
No please to solution 1. While it's a problem I empathize with (and have been
pointing out for some time), it's too easy to throw in a few affs right at the
end to be laying mass amputates at the start of a battle.
---[Vivet on 8/12 @ 00:13 writes]:
Everyone I've talked to is pretty squarely against seeing more amputations.
Solution 2 might work.
---[Kio on 8/12 @ 00:21 writes]:
No to both solutions. Solution one would allow the potential for three amputates
on demand. While this would do wonders for a Pyrochem's solo viability, it is
death sentence should he or she have an accomplice. The same goes for solution
2. The spirit of the solution is enjoyable, though the potential exists for mass
genocide of an enemy group. With accomplices properly timing their abilities
(which is not incredibly difficult), this means that multiple key-priority
targets can easily be brought to 10% of their health AND be stunned for 7.5
seconds. I agree the viability of these specs is dismal when outside of a group,
but both these solutions seem to disregard the ease of stacking these five
readily available afflictions in a group setting.