Skip to about halfway through if you don’t want to read my rambling on. It’s in bold, you can’t miss it.
We all know these traits are incredibly strong because of the massive damage they can pile on top of regular attacks on a consistent basis. I’d say condition damage engis are valid at all because of Incendiary Powder (And that’s after a good 4 months of playing one) and anet are right to nerf it because it’s very very strong. However, they’re going at it entirely the wrong way, especially in regards to reducing build diversity. Here’s a quote from Oeggs on the matter:
Quite literally the only thing that this change does is limit the viability of fringe builds that might have had a shot in the meta but nobody plays them. It doesn’t do anything to limit the most powerful build (and in my opinion overpowered build) that engis have in their kitten nal, the bomb/nade build. Simply put it pigeon holes us into going bomb/nade if we wish to do condi damage because the trait spread is unaffected by the change to incendiary.
Exactly right. The bomb/nade/x build I run doesn’t even change one iota, I even already use an adept trait (shrapnel) instead of a master. Here are two example builds I run which get killed by incindiary being moved: HGH Burn spammer – simply can’t take all the required traits with incindiary in masters, need to switch to a kit based build at which point you may as well just go bomb/nade/x – and HGH Rifle/Tool kit (I like hgh okay) – simply doesn’t output enough condi damage to warrant might stacking over straight DD runes and cooldown trait is required too. Those are just two examples, I’m sure people have formulated several other of these “fringe” builds that require icenciary as an adept in some way or another. This is why I believe you should not move incendiary but instead find another way to nerf it.
Now on to my suggestion: Change how Dhuumfire, Incendiary, and probably Sun Spirit operate to be like a venom that recharges every 12 seconds.
Here’s the reasoning: one of the reasons why these traits are so strong is that they can come on literally ANY attack. It’s 100% on crit, and even with very very low crit chance you’re going to hit some kind of crit within 5 seconds of df/ip recharging. It’s practically impossible to evade everything someone does, meaning that essentially, df/ip are just burning that is absolutely going to happen at one point or another. Are you with me? So basically here’s what you can do about it.
- Remove it every 10 seconds.
That’s it. That’s all you can do about df/ip. Are some classes even capable of removing conditions every 10 seconds? I don’t think thieves would be. I know several engis (including myself) who count 10 in their head to try and optimize their ip procs at a time after some guy has used his condi removal, as well as several people who count 10 in their head while fighting necromancers in some kind of attempt to reduce their condi output. But what can you do after that 10th tick? You can’t block or remove it or anything like that, you can just take it. It’s absolute.
What I propose is that dhuumfire and incindiary powder be changed to a buff (similar to a thief venom) that recharges every 11-12 seconds which applies the burn on the next attack, considering that’s pretty much how it works anyway. What that means however, is that like thief venoms and unlike current df/ip, you can counterplay it. With a system like this, you can:
- Evade the shot that procs df/ip
- Block the shot that procs df/ip
- Blind the shot that procs df/ip
- Invuln the shot that procs df/ip
Just like that, bamn, you can do something about df/ip besides remove it, fringe builds get to keep their IP (and I’m sure necros feel the same about DF somewhere, but I don’t play them) and the game’s skill cap is increased by putting the burden of skill on the engi to monitor their ip procs instead of just mindlessly spamming grenades.
The only difference is that you would be giving a little itty bit more burning to low crit builds, but considering it’s now blockable and it would eventually happen anyway even with 0 crit, it’s not as big as it may sound. What do you think?
TL;DR: 11/12 second recharging buffs (similar to venoms) instead of 100% on-crit for DF/IP would be an appropriate nerf without moving it and killing build diversity, as well as increasing the skill cap and removing spam.
really bad engineer