instead of Black.
I'm really kind of... concerned/intrigued about the way his abilities will really perform with upgrades. For one, I like how each and every upgrade is useful to him in some way, shape, or form. That normally goes hand in hand with good design.
However, I am concerned about the enormous diminishing returns some of his abilities have depending on your choice of upgrade. If you choose to upgrade Health, then you're stabbing yourself in the foot when you consider using Flame Siphon. You also gain an additional 1 health per upgrade (per attack) with his Infernal Fury ability. You also increase healing when you upgrade attack speed, but doing so is veritable suicide if you use Flame Siphon since you need to use it on cooldown to keep it at high stacks. Your Flame Siphon becomes rapidly more useful when using stacking damage and maintaining a slow attack speed, and also increases the speed at which you heal from Consuming Fury, and so far Damage seems to have no diminishing returns. Health Regen is overall useful, and doesn't cause you to particularly suffer with any of his abilities; however, neither does it boost any of his abilities, unless you're considering having Eternal Flame scale with Health Regen. Immolate is the freak ability, as it does not scale. I find that if you're making everything else in his toolkit (besides Nuke, because that's just ridiculous) scale with a stat upgrade, why not this one, too?
Right, so those are my concerns. Here are my suggestions:
- Cause Immolate to not only drain energy and grant health, but also have it increase Health Regen by X% while it is enabled. You can instead choose to have Infernal Fury increase Health Regen by X% for the duration instead of or in addition to granting the base health. This would allow Health Regen to scale with his upgrades.
- Cause Immolate to take 0.1%/0.25%/0.4% of total Energy instead of a base amount. This would make Energy directly increase his survivability (and let it scale with his upgrades), instead of just letting him regenerate longer. Everyone would rather regenerate faster than longer anyway, since that gives it utility in a siege.
- Cause Flame Siphon to reduce passive health regeneration by 10% per stack. It is a wee bit OP right now (You can literally oneshot walls with this at max stats, which causes you to heal via Consuming Fury), and this would also give Health Regen a diminishing return on one of his abilities.
- Rework his Ultimate, or ensure that it lasts far longer than it currently does (but isn't as effective). It doesn't even sound FUN as it is, although it's pretty overpowered since you can just sit at double damage with all of your abilities going at once, and not even have to flinch. A possibility is to make it regenerate a total of 4000 Health and 2000 Mana over 8 seconds and have him sit at max stacks of Flame Siphon, but to also reduce his damage done by 40%. This counters the fact that his damage is so enormous for the duration, but dulls the lackluster regeneration side of this ability. This means he would deal 120% damage over 8 seconds, but be regenerating health and mana constantly over that 8 seconds (increased because of his Passive, Immolate, and Infernal Fury), leaving him fresh and at 5 stacks of Flame Siphon at the end.
You may not have planned it this way, but I think that the biggest theme of this Titan is that each of his abilities directly scales up his abilities and his survivability/throughput, but also reduces his effectiveness in another one of his skills. This common point throughout his abilities is good, and it makes for a well-rounded Titan that allows for a greater variety in playstyles than most Titans.