The role of the Flame Shield had changed from a tool used to stay in the fray to a last minute escape option(not that there is anything wrong with that). The other options, now as before, are lacking.
Brimstone
[spoiler] It now guarantees an orb on kill. Should the enemy die of the DoT instead, they will not explode nor will they produce an orb.
This is probably the best of the remaining two options in pve if you're being harassed by mobs. However, in pvp this does nothing to alter your circumstance on a living foe. If this is to remain a post-kill effect, the size of the explosion or damage needs to be increased.[/spoiler]
Solar Wind
[spoiler]Knocks the enemy up a short distance. In pvp this used to have considerable range but inconsistently and in pve it just seems to give the enemy access to an air attack. This knockback in both pvp and pve needs to be increased at least to the point that knocking someone into a nearby wall can do some harm. [/spoiler]
These other options are hardly enticing when their success rate in all content is not only situational but dependent on whether the game says it works or not.
The Solution
[spoiler] Fuse the two perks into one so that skilled usage can turn the tables in certain situations.
If I am able to knock a speedy add into his friends and [i]then[/i] explode thus hurting or killing the closest ones, the move justifies a perk slot.
In pvp I could position the enemy to detonate on an explosive interactable to ensure the kill.[/spoiler]
Brimstone and Solar Wind aren't strong enough to justify their slots. Not simply because they're not OP enough but for not having as much utility as their descriptions claim.
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Edited by Szeth6678: 5/2/2016 7:34:33 PMThis is actually a really good idea imo
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Brimstone I don't think makes an orb on a kill. There's another perk that does that but not brimstone
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What's the other perk then