I don’t know about anyone else, but I know I love the idea of a maniacal engineer who spits flames all across the battlefield. His enemies fear him and either run or seek to kill him quickly, due to the large threat he poses.
The reality is quite different. For those who don’t know, flamethrower autoattack, the topic of this thread, is the most stylish autoattack ever. However, it’s quite weak – it spits flame particles everywhere, but actually applies very little burning. It does around 2/3 the DPS of the rifle in the same cast time. It also has a low AoE damage cap, at 3.
If we take a closer look, we can quickly figure out why the flamethrower autoattack is so weak. While on paper, the DPS of Flame Jet is low, it has what’s one of the most consistent attacks in the entire game – Minimal cast time and minimal aftercast for a long, long, multihit attack. It has a moderate range, can’t be reflected, and dodging will only slightly mitigate the damage, since it’s almost always ticking. It’s not easy to kite, since the engineer can freely move while casting. Flame Jet will literally burn through aegis and other single-hit blocks, and stealth is ineffective because the attack has a wide AoE that doesn’t rely on a target to deal damage. Probably the only “counterplay” to Flame Jet is to spam retaliation and facetank. That’s why the autoattack is so weak. If it were stronger, it’d be ridiculous to play against.
If we look at higher dps autoattack abilities like grenade, bomb and rifle, they all have much stronger counterplay options. Grenades are projectiles that travel relatively slowly, so they can be dodged or reflected. Bombs require you to stand in them, and rifle auto is a single attack and targeted, so stealth and blocks work well. All of these are also effectively dodge-able attacks.
Because the flamethrower has so limited counterplay, though, it has to deal less damage. The autoattack can be freely spammed with no cooldown, and has limited counterplay, so it’s weak. If the autoattack was more powerful, something else would have to go.
Personally, I’d like it if they could make the autoattack stronger, but gave it more counterplay options. Say, if you were interrupted anytime during the cast, the skill would go on cooldown for X seconds, but if you weren’t interrupted, you could freely go on spamming it forever, spreading burn everywhere. It would be exceedingly easy to interrupt so it would punish for not doing so. I think weakness to retaliation and weakness to interrupts would be enough to buff the autoattack somewhat. Maybe it’d be on a trait, so that you could still have your ultra-reliable DPS skill if you wanted it.
Or, they could also increase the AoE cap heavily, to 10 or more so that it would be a tool for hitting a lot of opponents at once, which would at least give it a niche role.
Currently, it’s extremely rare for it to actually be worthwhile to spam Flame Jet, since the 2 skill does way more DPS, has a bigger AoE cap, and is still pretty reliable damage. The cooldown is short enough that between healing, swapping to other kits, and using autoattacks from other weapons, there’s very few opportunities for Flame Jet to actually be useful.
(edited by Aegael.6938)