I’m only a level 14 Engineer, and have played the game for about a week just to get that out of the way. So far I’m loving engineer despite some obvious issues, when I first unlocked the FT kit I instantly loved it mostly due to it’s art assets, however I was also rather disappointed in its actual functionality. It seems very weak, I’m pretty sure my rifle is actually a better weapon, and it did not have the properties I would have expected. Note, damage numbers are taken from what my skills currently say.
So with that said, here are some things I would change if I could with no idea how it would work out in later game PvE (and not really caring about PvP):
Flame Jet: Damage 10x, Burning 1 second 64 damage, 5 attacks per second, range 425.
The art for this attack is great, it’s awesome but it’s more then underwhelming in effect. It inexplicably misses all the time despite bathing the target in flames, it applies a pitiful 1 second burning dot and the cumulative damage is not that great.
I’d rework it, leave its ticking damage the same (10x) but massively boost it’s DoT. Instead of a laughable 1 second (feels like .5 seconds really) burning dot that is only applied with the final tic of the attack – every tic causes DoT burning, every tic refreshes the dot and the dot stacks up to 5×. This feels far more like how a flame thrower should function, it’s not just a jet of fire – it’s a stream of flaming liquid that sticks to any surface. The strength of the DoT would give you much greater sustained damage and allow kiting kills similar to other classes that can bleed kite.
Flame Blast: 88 Damage, 206 Blast Damage, 240 radius, 600 range.
This ability seems fine for the most part, however I would add utility to it. The Flame Thrower kit is close range, yet engineers are not exactly the toughest out there – thus it seems like the kit is in bad need of crowd control. There are several ways to go about this, I’m not sure which is best but Ill just list the ones I’ve thought of here:
Add a short duration AoE stun to the detonation portion of Flame Blast, this one seems the least fun to me but possibly the better balanced and gives the kit a ranged interrupt. Alternatively it could apply a slightly longer duration cripple effect, slowing enemies but not stunning or interrupting them.
Napalm: 1s Burning per pulse: 64 damage, 10s duration, 600 range.
I would change this abilities effect from a very thin wall to a larger rectangular shape, reduce it’s damage (potentially, don’t know how hard this hits really at higher levels) and give it a snare effect – any mobs moving through the napalm would be crippled while also having any burning stacks refreshed (making this ability a fire themed variant of thief caltrops essentially).
Air Blast and Smoke Vent seem fine if a bit dull, the only other thing I’d change is the toolbelt ability Incendiary ammo, just because a few seconds of burning dot seems kind of dull for a kit special ability. Especially since, in my new player opinion, burning DoT should be a massive focus of this kit instead of the seemingly incidental side effect that it is.
Thoughts, opinions, flames? Again I’m a new player, I just also happen to love fire and while the art assets of the FT are awesome – most of it’s actual effects seem weaksauce. (unrelated topic, I also feel like the sound assets to most of our explosions are very very anemic, I have fireworks with more oomph to them then our bomb kit).