Talmar wrote:I have yet to get one of these. Need to roll a Gnome on another server one of these days.
However, when the Monk was this OP they nerfed him. What are the odds of an impending nerf to the Mechakitty? Only one post on the official forums points out it's current OPness.
The Monk was OP because Take-Down is supposed to get bonus damage from the target being stunned, but it was initially hitting for the bonus damage even if the target wasn't stunned. So, that was just a bug fix. Then they nerfed the damage of Take-Down by about 20 points at max level, which is about a 7% nerf.
I'm not defending Fluxfire, I think it's a bit nuts as it is. Just pointing out that the Monk was actually not working as intended, whereas Fluxfire is dealing the damage that his moves' tooltips say they should. The multiplicative effect of Wind-Up plus Supercharge is the culprit, and I have no idea why they decided it was a good idea to give a pet access to both--all prior pets with these abilities had them in the same slot so you had to choose between them.
Having a pet that hits super hard is not necessarily overpowered, as long as there are counters. However I think Fluxfire's damage is just too extreme, and so even the things that in theory should be hard counters are not as effective as they should be. As a mechanical, you'd think that an elemental would obliterate the Fluxfire, but it's not the case: a supercharged Wind-Up still hits an elemental for roughly 1300. The other way to counter it would be with an avoidance ability, but the Fluxfire's extremely high speed means that most avoidance abilities aren't going to work. And, the Supercharge buff only goes away when the Fluxfire deals damage: it doesn't go away if you can make the Fluxfire swing at you with an evasion buff up.
I really don't know how they could nerf this guy without either: a) outright changing his moveset or b) nerfing one of the offending abilities, which would cause collateral damage to the many pets who have those abilities and are not overpowered.