Lt. Commander
Join Date: Dec 2007
Posts: 120
# 1 Meditations: Fire At Will
08-27-2011, 02:47 AM
Hmmm, let's see... Which iteration are we up to for Fire at Will, is it #4? Have we officially decided on a name, even? New New FAW™, perhaps?

In any case, while we are examining and discussing powers that may need tweaking/balancing, what are the Community's thoughts on Fire at Will, in its current iteration?

Comparing New FAW™ to New-New (Nanu-Nanu? :p ) FAW™, the only things that really changed were a slight reduction from 75% effective up-time, to 50% effective up-time (assuming cycled copies); and an elimination of the broken mechanic that was allowing a single target to be affected by both pulses of a FAW-enhanced attack.

So, the question to the Community: Were these changes enough? If not, why not? What needs to change to make it more viable/balanced? As elsewhere, the purpose of this discussion should not be whether it should or should not be allowed in competitve PvP, but, rather, what (if anything) needs to be done to better balance and improve this power, while still keeping both the spirit of the power and its viability for PvE.


Personally, I think the reduction in up-time greatly reduced the effectiveness of FAW as an AoE (particularly, as a spam-clearing tool) while failing to address the greatest problem, which is the overwhelming amount of firepower increase that is offered by the power, for the duration of the power's up-time. Until there is some alleviation in the power increase (the problem being the second, full-strength beam per pulse, even with random targeting, still is an enormous increase in damage potential), this still is too easily abused in PvP.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
08-27-2011, 03:28 AM
We want it to be an AoE but just to clear spam and do some minor damage. I still favor a tiered power level 2nd beam. Like 20/30/40 percent based on tier. This is still enough to clear spam and substantial decrease the huge dps it gives off.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
08-27-2011, 04:03 AM
While I like the power as is, I'm not averse to trimming it a little. I seriously don't want it to end up being a purely anti-spam ability, though. Imo it should be a genuine alternative to the other tac powers, that does reasonably decent damage against either one target or multiple targets.

I'd rather it not be nerfed to hell.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
08-27-2011, 05:38 AM
I recently replaced a Tac Team 1 with FAW 1 on my character "The Green Monster" and I saw a huge increase in my damage per match. In a good match before I switched out Tac Team 1 for FAW 1, I would get around 100k dmg and about 800k-1mill in healing. Now with FAW 1 on my build, I still the same healing numbers but my damage has increased from about 150k to around 250-300k and I find it much easier to kill people while in matches. I mean all I have to do now is chain my EPS Power Transfer with EPtW, Nadion Inversion, and Tac Team and watch escorts melt.

In conclusion, I would agree that it could still use some tweaking in the damage output department. I mean FAW 1, imho, shouldn't give the big damage boost that I have been seeing in my numbers.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
08-27-2011, 06:07 AM
The new FAW is fine, damage boost maybe but spread damage to not focussed targets of FAW = wasted damage.

Damage from FAW to Minions that can tank a bit more like Bops and Fekli = good thing.

So the Question is did anyone tested FAW 3 without spam still as superior? And when yes, numbers/video pls
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
08-27-2011, 07:37 AM
You pretty much hit the nail on the head for me Bigred, as always
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