Originally Posted by
Mastamage
I would actually prefer each bomb to be applied to only 1 target and have each do a set amount of damage (sometimes split evenly between X number of targets) and have the secondary effects be different. Similar to what we have but we have a target # limitation. We're always going to be pigeon-holed into a specific bomb on an encounter but this might help alleviate some of our pain.
For example:
Living Bomb limit 1 target. Living Bomb applies 275k damage over 12 sec. When this effect ends, or target dies, it explodes to deal an additional 90k, split evenly, to the target and 2 others within 10 yds.
Nether Tempest limit 1 target. Nether tempest applies 250k damage over 12 sec. When this effect ends, Nether Tempest will explode, releasing flying tempests which can affect up to 4 random targets within 10 yds for 120k split evenly amongst targets. If there is no cleave available then a single Tempest is released on current target, damaging it for 20k.
Frost Bomb limit 1 target. Frost Bomb has a static 8 sec CD and a 2 sec cast time (lowered by haste). Frost Bomb explodes after 5 sec (unaffected by haste), dealing 175k to the primary target and an additional 225k to up to 6 targets. (pretty much the same but made the CDs unaffected by haste) (maybe a major glyph could be added to make Frost Bomb an instant cast but increase its CD by 2-3 sec)
I know these are rough looking but you get the idea. What I want is for the bombs to be single target but have the secondary effect be different. Feel free to tear these apart or elaborate on them. I am in no way a game designer but I feel this suggestion at least has us going in the right direction.