Flamethrower Rework
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 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,
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.
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…
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.
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.