Flamethrower Rework

Flamethrower Rework

in Engineer

Posted by: ShadowX.4639

ShadowX.4639

While I have no idea what the intentions of Anet are for the Engineer, I have played it exclusively since BWE1 doing nothing but sPvP and now up to lvl 80 in PvE. That being said I’d just like to make a general comment that I think our profession is underpowered, and does not have very good survivability.

On to the meat of the post:
I have an idea for remaking the flamethrower to do more damage. Change our 1 and 2 abilities around and rework them. Change the 2 to 1 and bring the ability’s damage down and lower the CD to make it more balanced. Then raise the CD on the 1 ability and change it into 2 making it a big damage burst ability. I think you need to also change the knockback into the pull in we had before, give it the same knockdown effect but pull victims into us rather than away from us. Why are we pushing people away with a short range kit? I would rather have something where we are trying to pull them in. Then my BIG issue is that we got our Juggernaut ability screwed up…. How about you keep the stability and make it proc on a critical hit or make it proc when we are hit with a certain ?(not a great solution but it’s something) We have nothing left that gives stability to my knowledge and it’s kinda vital in sPvP. I think every? other profession has a button for stability that they can hit, so why were we ganked so hard? 50 movement penalty seemed pretty huge to me, just wondering where the decision was to change something that was already working?

Flamethrower Rework

in Engineer

Posted by: Lyuben.2613

Lyuben.2613

I disagree with your ideas, but I agree that it needs changes. Here is my idea anyhow.

Skill 1: Flame Jet- I’d add 1s burn on the start, and keep the one at the end. So, 2s of burning in its course.
Skill 2: Flame Blast- Give the option to detonate it in the air. When it detonates, it gives 3s of burning+ the direct damage.
Skill 3: Air Blast- Keep it the same.
Skill 4: Napalm- Lower cooldown to 20s, and make it give 2s of burn on stepping on it, not 1s.
Skill 5: Smoke Vent- Raise cooldown to 30s. Keep the stun breaking and instant cast element, but also make it a persistent smoke combo field, like the smoke bomb, for 3s. Raise its range to a radius of 180.

I think really, my main issues are with skills 2 4 and 5.

Skill 2 currently is too hard to aim and unrewarding when it does hit.

Skill 4 is just boring. Its effectively a combo field. 1s of burn when you step on it is far too negligible.

Skill 5 is boring and hard to use. A persistent smoke applying field would be better.

Vibor Bauman- Level 80 Engineer- Gandara

Flamethrower Rework

in Engineer

Posted by: shedim.8504

shedim.8504

I disagree with your ideas, but I agree that it needs changes. Here is my idea anyhow.

Skill 1: Flame Jet- I’d add 1s burn on the start, and keep the one at the end. So, 2s of burning in its course.
Skill 2: Flame Blast- Give the option to detonate it in the air. When it detonates, it gives 3s of burning+ the direct damage.
Skill 3: Air Blast- Keep it the same.
Skill 4: Napalm- Lower cooldown to 20s, and make it give 2s of burn on stepping on it, not 1s.
Skill 5: Smoke Vent- Raise cooldown to 30s. Keep the stun breaking and instant cast element, but also make it a persistent smoke combo field, like the smoke bomb, for 3s. Raise its range to a radius of 180.

I think really, my main issues are with skills 2 4 and 5.

Skill 2 currently is too hard to aim and unrewarding when it does hit.

Skill 4 is just boring. Its effectively a combo field. 1s of burn when you step on it is far too negligible.

Skill 5 is boring and hard to use. A persistent smoke applying field would be better.

I like the #5 suggestion. I don’t understand why they didn’t make it a persistent field right from the start,

Flamethrower Rework

in Engineer

Posted by: Torque.7951

Torque.7951

I thought skill #4 only does damage on pulse; with 10 pulses over a duration of 10sec. What they should do is just make it apply a burning condition when enemies walk through. Have it re-apply constantly if they stand still in it.

Flamethrower Rework

in Engineer

Posted by: Orzwark.2431

Orzwark.2431

I disagree with your ideas, but I agree that it needs changes. Here is my idea anyhow.

Skill 1: Flame Jet- I’d add 1s burn on the start, and keep the one at the end. So, 2s of burning in its course.
Skill 2: Flame Blast- Give the option to detonate it in the air. When it detonates, it gives 3s of burning+ the direct damage.
Skill 3: Air Blast- Keep it the same.
Skill 4: Napalm- Lower cooldown to 20s, and make it give 2s of burn on stepping on it, not 1s.
Skill 5: Smoke Vent- Raise cooldown to 30s. Keep the stun breaking and instant cast element, but also make it a persistent smoke combo field, like the smoke bomb, for 3s. Raise its range to a radius of 180.

I think really, my main issues are with skills 2 4 and 5.

Skill 2 currently is too hard to aim and unrewarding when it does hit.

Skill 4 is just boring. Its effectively a combo field. 1s of burn when you step on it is far too negligible.

Skill 5 is boring and hard to use. A persistent smoke applying field would be better.

So basically make all the skills more powerful. About twice as powerful in each case. I don’t think that’s what “rework” means…

Flamethrower Rework

in Engineer

Posted by: ShadowX.4639

ShadowX.4639

Well I guess my idea of the rework comes from having played the warrior and using skills like 100 blades. I think more professions should have skills that are going to annihilate the opposition if used in the right circumstances. I’ve seen thieves that have been able to burst around 13k dmg on me in the space of only a few seconds. Seeing these other professions be able to do so well makes me think that we’re not even hitting the average in the game.

Also my survivability opinion comes from playing in the dungeons with my friends, while we were all dieing no one was getting killed more than me. We all had similar gear and it was just crazy how long some of them were able to live / what they were able to live through. I was setup with Med Kit, Elixir Gun and Grenades so I was fighting long range and had 2 heals in the F-abilities to hit, PLUS had trait regen and it never seemed to matter. Things were able to kill me in 1 shot a lot of times.

Flamethrower Rework

in Engineer

Posted by: Lyuben.2613

Lyuben.2613

I disagree with your ideas, but I agree that it needs changes. Here is my idea anyhow.

Skill 1: Flame Jet- I’d add 1s burn on the start, and keep the one at the end. So, 2s of burning in its course.
Skill 2: Flame Blast- Give the option to detonate it in the air. When it detonates, it gives 3s of burning+ the direct damage.
Skill 3: Air Blast- Keep it the same.
Skill 4: Napalm- Lower cooldown to 20s, and make it give 2s of burn on stepping on it, not 1s.
Skill 5: Smoke Vent- Raise cooldown to 30s. Keep the stun breaking and instant cast element, but also make it a persistent smoke combo field, like the smoke bomb, for 3s. Raise its range to a radius of 180.

I think really, my main issues are with skills 2 4 and 5.

Skill 2 currently is too hard to aim and unrewarding when it does hit.

Skill 4 is just boring. Its effectively a combo field. 1s of burn when you step on it is far too negligible.

Skill 5 is boring and hard to use. A persistent smoke applying field would be better.

So basically make all the skills more powerful. About twice as powerful in each case. I don’t think that’s what “rework” means…

Not at all.

Skill 2 has a rework.
Skill 4 is significantly changed.
Skill 5 has a rework.

Vibor Bauman- Level 80 Engineer- Gandara