The ineffible GM wrote:To answer both of you: He can do it because he does not believe that it nerfs the Burster's powers into near uselessness.
The ability to Super Fuel Flame is only one of the burster's powers. Even if the power were taken out completely, a burster is still capable of surrounding themselves in MDC flame,
For 1d4 MD, if they pay enough ISP.
generate an MDC forcefield,
25 MDC, which isn't that bad, but isn't that good either.
(And it's only good in situations where stealth isn't a priority, and where you're not going to be starting forest fires or anything)
throwing fireballs,
No, throwing fire
bolts, that do 2d6 MD.
You can do more damage with a decent pistol these days.
It's a nice back-up power, but that's about it.
and creating raging infernos that deal 6d6 MD damage.
And cuts your melee attacks in half.
Say you only have 4 attacks per melee, that means that you're losing 2 attacks to do 6d6 MD, which means you're once again better off with a decent energy weapon.
Get a NG-57 and you can do 6d6 in 2 attacks.
Get a NG-P7, and you can do 2d4x10 in 2 attacks.
Sure, the fire has an area affect, and it
can be a nice power, but it's not all that.
Sure, they're still not
useless, but it means that far more often than not, they're going to be better of not bothering with their fire powers.
Vagabonds cannot do these things.
No, but they can use guns and armor, which is the same thing your burster is going to be doing 9 times out of 10.
Headhunters must don their armor (which a burster can still wear under the fire burst)
Bursters still have to take the time to put up their Fiery Field or whatever.
So either one, unprepared, can be taken out with a single shot.
and recharge e-clips.
Yup.
And if they run out of shots, they can reload instantly.
If a Burster runs out of ISP, he's got to wait a LONG time.
First level Burster gets about 100 ISP on average, that means 25 shots at 2d6 MD each, then he's kaput.
Average damage output of 175 MDC total.
And Bursters can still use guns too.
Yup.
And he's better off using guns.
Which is the problem.
Juicers must wear armor to avoid death from a single MD shot.
Actually, even a standard juicer can take a point or two of MD and be okay (maybe even 4 MD).
And, in any case, everybody must wear armor to avoid death from a single good MD blast, unless they're MDC creatures, which bursters aren't.
Or how about some other psychic classes?
Psi-stalkers only get MDC while in the presence of supernatural foes, so a tech opponent can take them out splat. Psi-stalkers also cannot create MDC attacks through psionics.
That's where armor and weapons come in.
Seriously, does your GM regularly send mega-damage attackers at the PCs while they're unarmed and unarmored?
Mind Melters? Their forcefields cost more than three times the ISP of the burster's field and the mind melter's field doesn't regenerate like a burster's.
The TK forcefield gets 25 MDC
per level.
That quickly becomes superior to the Burster's trick.
As for cost, Mind Melters get more ISP, so they have more to spend.
Mind melters can use telekinetic acceleration attack, sure, but that does roughly twice the damage of a burster's fireball for x5 the cost.
Hey, Mind Melters can do actual Fire
balls for 6d6 damage.
3x the damage of a Flame Bolt (although it's still 5-6x the cost)
Would you consider these classes all useless?
Not at all.
The Man-At-Arms classes all get better armor, weapons, and skills than Bursters. They're extremely useful.
Psi-stalkers have to use weapons and armor like anybody else, but they can track the supernatural, they get good combat bonuses, and they're great at killing spell-casting baddies.
Mind Melters are versatile and powerful enough to help out the party in any number of situations, not just when something needs to be burnt (although they can do that too).
Does it nerf the Burster? It makes the burster weaker than many people on these boards would have them, but it also makes bursters stronger than what some of the people on these boards have interpreted the power to mean. Personally, I think it was a good call. Not the best call, but a good one. The burster is still far from useless, and though one of the weaker members of our particularly powerful group she is still on a decent power level for Rifts, especially since I do not foresee the GM very often pulling out foes that are immune to fire.
That's the thing.
He's dropped from being a heavy-hitter, somebody in the league of Headhunters or light power armor, into the power range of a Wilderness Scout or other light combat character.
Useless?
Well, not entirely.
But if all you're good for is burning stuff, you ought to be VERY good at it.
Good enough at it that when you do it, it's more impressive and damaging than if you pulled out a laser rifle.