Fixing the flame thrower

Fixing the flame thrower

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Posted by: Pewpew.9302

Pewpew.9302

- Revert back to back draft
- make flame-blasts explosion activatable just like skill 2 underwater
- Change Napalm into 240 radius circle burn area
- Fix skill 1 missing
- add damage to Airblast

Fixing the flame thrower

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Posted by: Wolfheart.1938

Wolfheart.1938

“Making the Flamethrower grossly OP”

“We have no first-person view because stupid people would lock into it”
“You can’t have more than 10 HS decks because that would confuse people”
“30 fps is more cinematic”

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Posted by: Pewpew.9302

Pewpew.9302

how is it OP? i laugh at engineers that try to attack me with it. Right now it has a short range, misses when you move and no way to close the gap…. has a knock back.

Yes a knock back… look, let me knock you away so that i cant hit you lol.

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Posted by: shedim.8504

shedim.8504

“Making the Flamethrower grossly OP”

Dunno how a squishy, medium armor guy can be grossly op if he equips a close range burning condition weapon that actually deals some serious damage when its wonky skills get buffed and debugged. It’s not like he can stand there and tank everything while dishing out op damage at the same time. Close range is dangerous for any engineer.

The current flamethrower is a joke. Pathetic damage and underwhelming skills.

(edited by shedim.8504)

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Posted by: Odin.8691

Odin.8691

i would like to see a snare on the flame thrower, and turn the majority of damage into condition damage. a flame thrower works by dousing the target in flaming liquids, so by that logic it should dot based damge.

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Posted by: Nepocrates.3642

Nepocrates.3642

I like the flame thrower right now I have much success in WvWvW with it but I do not try to rely on any one set. for example I well blow you back with my rifle and net you then flame burst you with my flamethrower. or .. I place my powder keg down, then blunderbuss then net you and I dodge roll back and continue firing until my nets available again popping heal elixirs as needed. . I am sure everything I can type someone can counter and then I counter there counter.

anyhow I am just not seeing that Flamethrower as all that bad. so can some enlighten me as to what is so wrong with it with some numbers versus statements that it just sucks.

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Posted by: gkaare.8576

gkaare.8576

- Revert back to back draft
- make flame-blasts explosion activatable just like skill 2 underwater
- Change Napalm into 240 radius circle burn area
- Fix skill 1 missing
- add damage to Airblast

Backdraft is never coming back. Asking for it back is not a suggestion.

Personally, I’m a fan of the flamethrower but I only use 3 abilities on it (only 2 consistently). Air Blast (#3) and Smoke Vent (#5) are both fine as they are. I am also fine with Napalm (#4) and find uses for it often because of the long lasting combo field.

When I switch to a weapon kit, I usually use an ability or two and then swap back to my primary weapons immediately. I don’t really care for any of their #1 abilities (aside from Elixir Gun) nor am I sad that they’re not more useful because I prefer to use my primary weapons for auto-attacking.

Flame Jet (#1) needs a significant damage increase and I think there are two ways to do this. Right now, it hits all targets in front of you but it requires you to be pretty close to them. Rifle shots pierce and pistol shots can pierce, also. So I don’t really care to put myself at high risk to use Flame Jet for no benefit; bump that damage up to reward me for my risk. A second option would be give Flame Jet a massive damage increase and throw a recharge time on it. I suspect the former is a better option even though I would prefer the latter.

Flame Blast (#2) either needs a ‘pop’ ability, like you suggested, so you can trigger the explosion whenever you want (my first choice) or the projectile speed just needs to be increased. There is also a very pesky delay on Flame Blast directly after using the knockback from Air Blast (#3). Air Blast typically moves enemies to exactly the right spot to get 2 hits with Flame Blast so the above change would give me the ability to actually hit people with it.

I really don’t believe any of the other abilities need to be changed and asking for changes to them is probably asking for too much. A lot of people think increasing the radius of Smoke Vent or even adding a combo field would be great (and it would) but I think it’s just unnecessary.

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Posted by: SixSins.7610

SixSins.7610

My problem with Napalm is that it deals no damage because it doesn’t cause burning, it just hits when they stand in it and only on timed pulses approximately once per second. This means that if I cross it at the right time, I won’t even get hit. Sure it helps if you can get an idiot to stand in it, but other than that it’s a combo field and nothing else IMO.

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Posted by: Nepocrates.3642

Nepocrates.3642

My problem with Napalm is that it deals no damage because it doesn’t cause burning, it just hits when they stand in it and only on timed pulses approximately once per second. This means that if I cross it at the right time, I won’t even get hit. Sure it helps if you can get an idiot to stand in it, but other than that it’s a combo field and nothing else IMO.

Have you tried asking very nicely that they remain in the fire? I am sure they would do it.

I only use Napalm on large crowds well because it is not real good for WvW

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Posted by: SixSins.7610

SixSins.7610

My problem with Napalm is that it deals no damage because it doesn’t cause burning, it just hits when they stand in it and only on timed pulses approximately once per second. This means that if I cross it at the right time, I won’t even get hit. Sure it helps if you can get an idiot to stand in it, but other than that it’s a combo field and nothing else IMO.

Have you tried asking very nicely that they remain in the fire? I am sure they would do it.

I only use Napalm on large crowds well because it is not real good for WvW

I was pointing out that for anything other than PvE and group PvP fights it’s use is limited to a Combo field: Fire and nothing else. And in Group PvP why would you waste the time to throw it down when you could and should be doing other things? I’m just saying that as a damage skill it is very lackluster and as a utility skill there are better ones you should be using and as anything else, well it doesn’t do anything else. IMO it’s a waste to use it unless you know you and/or your teammates can make reliable use of the combo field. In which case someone else probably has it covered already. Just my opinion.

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Posted by: gkaare.8576

gkaare.8576

My problem with Napalm is that it deals no damage because it doesn’t cause burning, it just hits when they stand in it and only on timed pulses approximately once per second. This means that if I cross it at the right time, I won’t even get hit. Sure it helps if you can get an idiot to stand in it, but other than that it’s a combo field and nothing else IMO.

Have you tried asking very nicely that they remain in the fire? I am sure they would do it.

I only use Napalm on large crowds well because it is not real good for WvW

I was pointing out that for anything other than PvE and group PvP fights it’s use is limited to a Combo field: Fire and nothing else. And in Group PvP why would you waste the time to throw it down when you could and should be doing other things? I’m just saying that as a damage skill it is very lackluster and as a utility skill there are better ones you should be using and as anything else, well it doesn’t do anything else. IMO it’s a waste to use it unless you know you and/or your teammates can make reliable use of the combo field. In which case someone else probably has it covered already. Just my opinion.

I guess I should have mentioned that the reason I think Napalm is fine is because I play with the same people all the time in sPvP. They see the combo field and know exactly what to do with it; we give ourselves many, many stacks of Might. So in that scenario I think it is fine.

I agree with you on it being pretty lackluster outside of that specific situation, though.

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Posted by: Killua.8041

Killua.8041

i would like to see a snare on the flame thrower, and turn the majority of damage into condition damage. a flame thrower works by dousing the target in flaming liquids, so by that logic it should dot based damge.

Flamethrower is primary a power weapon, the condition counterpart is the Elixir Gun.

O Killua O – Asura Mesmer | Killuas – Asura Engineer
Bookah Protector – Asura Guardian | Trapped Spirit – Asura Necromancer

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Posted by: DeathPhoenyx.1523

DeathPhoenyx.1523

Honestly the only thing I would do to fix the flamethrower is fix its hit detection (when attacking an object in pve it usually just misses even if you are straight in front of it and in point-blank range, and sometimes skill 2 will just clip through the floor if you are fighting up a slope), and have the engineer retain the attribute and sigil bonuses of his weapon when he switches to a kit.

Although now that you mention it being able to manually detonate skill 2 would be sweet.

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Posted by: Effusion.4831

Effusion.4831

i would like to see a snare on the flame thrower, and turn the majority of damage into condition damage. a flame thrower works by dousing the target in flaming liquids, so by that logic it should dot based damge.

Flamethrower is primary a power weapon, the condition counterpart is the Elixir Gun.

Not really, the elixir gun is a support tool. It’s pretty abysmal for dealing damage.

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Posted by: Desterion.6407

Desterion.6407

Hit detection needs a slight boost. People think the damage is low, but they don’t factor in condition damage on it. You take the traits for bleeding damage on crits and extra burning chance and it increases a lot. The burning duration on the last hit of #1 needs to be increased slightly, maybe to 1.5s instead of just 1. However if you put condition on it, you can really hurt. My burning on it does 512/tick, and does it twice a second. Flamethrower works very well when coupled with the rifle and neither should be used entirely on their own. However the #2 skills is worthless, and air blast iskittennear close to it. #4 is situational, mostly just a pve skill. 5 is an amazing pve skill even if on a longer than needed cooldown. 5 needs a big larger of a radius though.

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Posted by: DeathPhoenyx.1523

DeathPhoenyx.1523

i would like to see a snare on the flame thrower, and turn the majority of damage into condition damage. a flame thrower works by dousing the target in flaming liquids, so by that logic it should dot based damge.

Flamethrower is primary a power weapon, the condition counterpart is the Elixir Gun.

I use a condition damage build that relies entierly on the flamethrower as a main weapon, and I’ll say it is fairly reasonable. What I do is I grab all the traits that give me a chance to inflict a condition on a crit and buff up my precision. Why does this work wonders with a flamethrower? The flamethrower’s main attack sprays a flame cone that deals 10 attacks over two seconds, that is 5 attacks per second. With agood precision score half of those will be crits, so in the end you will end up applying a few different conditions every time you attack and those conditions can be kept up fairly consistently.

So yeah, with the correct build a flamethrower can be used as a condition weapon, and a good one at it.

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Posted by: Odin.8691

Odin.8691

i use a condition damage build that relies entierly on the flamethrower as a main weapon, and I’ll say it is fairly reasonable. What I do is I grab all the traits that give me a chance to inflict a condition on a crit and buff up my precision. Why does this work wonders with a flamethrower? The flamethrower’s main attack sprays a flame cone that deals 10 attacks over two seconds, that is 5 attacks per second. With agood precision score half of those will be crits, so in the end you will end up applying a few different conditions every time you attack and those conditions can be kept up fairly consistently.

So yeah, with the correct build a flamethrower can be used as a condition weapon, and a good one at it.

i was thinking about doing this. right now i have bleed on crit, and im going to have vulnerability 50% on crit. then a few other skills with toughness and vitality as my secondary traits/stats. im still not convinced that it will make the flame thrower better because i still need a snare, or root, to use with it.

(edited by Odin.8691)

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Posted by: DeathPhoenyx.1523

DeathPhoenyx.1523

i use a condition damage build that relies entierly on the flamethrower as a main weapon, and I’ll say it is fairly reasonable. What I do is I grab all the traits that give me a chance to inflict a condition on a crit and buff up my precision. Why does this work wonders with a flamethrower? The flamethrower’s main attack sprays a flame cone that deals 10 attacks over two seconds, that is 5 attacks per second. With agood precision score half of those will be crits, so in the end you will end up applying a few different conditions every time you attack and those conditions can be kept up fairly consistently.

So yeah, with the correct build a flamethrower can be used as a condition weapon, and a good one at it.

i was thinking about doing this. right now i have bleed on crit, and im going to have vulnerability 50% on crit. then a few other skills with toughness and vitality as my secondary traits/stats. im still not convinced that it will make the flame thrower better because i still need a snare, or root, to use with it.

I use it with the sharpnel mines, they have a low cooldown and inflict a snare and a bleed on the objective, but I believe that they are a charr racial skill. There is also a trait that can give you swiftness on crit and helps quite a bit with mobility