I just finished building an Inferno Sorceress and I have to say, even with the buffs from Patch 2.4, it’s still bad and completely outclassed by other Fire Skills - never mind other Skill Trees. So I was thinking on why that is and came up with a few issues that Inferno has handicapping it’s potential and some potential changes to address them.
1) Inferno is largely unaffected by increased cast rate. While Fireball can potentially double it’s rate of fire, Inferno has a static cast rate between each plume of flame. This leads to a huge damage deficit when compared to rapid fire attacks especially since cast rate is basically a required investment for every Sorceress. Skills with a cooldown such as Firewall or Blizzard, not only have better damage but also let the Sorceress move freely after casting so a faster cast rate allows her to “Fire and Flee” more efficiently.
I think the best way to address this is to have increasing cast rate reduce the gap between each individual plume that makes up the inferno. Perhaps a 6 frame gap may go as low as 3 frames (just to throw out some random numbers). Not only would this increase damage, it also makes Inferno a better AoE attack when spewed back and forth across the screen.
2.) Inferno is a single target skill in practice, Despite it’s long range and adjustable aim, Inferno is not a good skill for AoE damage. The AI pathing doesn’t usually line up single file for the Sorceress to torch them unless you’re in the Maggot Lair. Instead monsters typically spawn in a pack formation and close distance from multiple angles. This creates as situation where you’ll likely be mobbed and smacked out of your Inferno animation (which has a horrendously long start-up).
Now obviously skilled spacing with Teleport helps but it’s not as rewarding as it could be so here’s my suggestion. Each plume of flame currently increases in size as it flies away from it’s point of origin - my suggestion is to turn that visual effect up to eleven and to correlate the visual to Inferno’s hitbox. This would give Inferno a strong area of effect at long distance and a skilled Sorceress would be rewarded for maintaining that position. Aggressive packs of monsters would still be problematic but slower more passive targets would be much more manageable, adding an adaptive and rewarding gameplay dynamic.
3) Inferno sucks for close quarters combat. It’s startup frames are horrible and it’s DPS is miserable. Fireball carries forth thousands of fire damage in one hit while Inferno casts many small ticks of damage over time. If a single Fireball lands you’ll know you did something destructive while a single cast of Inferno may have singed an eyebrow if you’re lucky. Energy Shield does help counter this weakness, as it can stop you from entering hit-stun, but Fireball is still left with a far better run and gun playstyle.
The nature of Inferno doesn’t really allow for a mobile playstyle, nor should it, but if we’re stuck standing our ground against the forces of Hell, we should probably deal a little more damage. How about Inferno deals more damage at close range? It could even match the blue plume of flame within the first couple yards so that players have a visual que to aim with. This gives us greater reward for greater risk.
Even with all these buffs Inferno still leaves the Sorceress with clunky mobility and doesn’t play well with other skills but, if you ask me, that gives it character. Anyway if you’re still reading, thanks for that and feel free to comment, critique, or otherwise eviscerate my post. I hope to see you all on the first ladder for D2R!
-GG