(edited by daydream.2938)
Flamethrower balance feedback for devs.
I can agree with your suggestions. My little list of suggested changes would be as follows:
- FT#1: Increase range to 600 and also have it apply 1s Burning on the first hit.
- FT#2: Make this a Blast Finisher
- FT#3: Reduce Knockback distance from 400 to 300
- FT#4: Change from line to a circle 240 radius around the Engineer
- FT#5: Increase radius to 240
And yes, Incendiary Ammo could also do with a little reduction on its currently ridiculous cooldown. 45s still seems rather long for such a toolbelt skill, but the current 60s is just way too long in my opinion.
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(edited by Aveneo.2068)
2. The #2 flame blast really should be changed into a blast finisher. Compare it to thief shortbow #2 cluster arrow, which is a spammable blast finisher.
Used in conjunction with the Elixir Gun’s Super Elixir, I personally would love the idea of providing Retaliation every 4-5 seconds with my Flame Blast. This is something that Hammerdins have access to already with Symbol + Mighty Blow, so it couldn’t be considered overpowered.
Can also provide Area Might with Napalm. Great concept.
I agree with the suggestions made thus far on the FT. But as everyone knows, we all have our own thoughts.
*FT#1: Increasing Range – Now this is a touchy topic because of the possibility that this could and more than likely will make FT king for literally everything aside from TC. I STRONGLY believe that it should get a buff on range, but not quite bumped up to 600. Along the lines of 500 seems like it is a mid/neutral zone that could drastically change the turn of the fight, but yet not give FT Eng’s the massive advantage in SPVP or WvWvW.
*FT#2: I don’t really like how this ability use gives no credible damage and waists your time to cast it. The margin of this ability is situational at best and provides no serious damage unless enemy is at max range and it explodes. In which case, it is then useful. I suggest changing this abilities ability from explosion to inflicting a 5 second burn on every target it hits, as well as increasing the cooldown to compensate for its power. Cooldown increase of say… 5 seconds?
*FT#3: This obnoxious knockback… I hate it. I never use it. Literally… NEVER. I have a bar that allows me to dodge. If I ever get put in that situation, I will just dodge instead. Safer for me to dodge rather than get hit by 5 targets while only knocking 1 of them back. I suggest revamping this so it is an AoE Knockback of 200 yards, adding a knockdown element of one second, and a burn of 1 second onto this. FT is about Flames and Smoke… Not poofs of air.
*FT#4: I agree with everything said so far in this post. Make a burning circle on the ground at the players feet with a 300 radius. Nuff said there. This would stop the hassle of moving your mouse to cast when you already have to constantly keep right clicking the target to keep your #1 ability on the target. Less hassle, more gameplaying, better party support.
*FT#5: Clean cut and simple as someone before me said, increase range to 240.
Now onto that little toolbelt skill that is a hog of a useful toolbelt slot. I say instead of making this a shorter cooldown, just make it an instant attack ability. Dealing damage equal to your normal weapon damage that a player would normally do, and add a 5 second burn to it. Simple, worthwhile, and most definitely not a “Meh… I wish this was better… Don’t want to really use it…” skill.
Look at the zero finishers on FT, look at the finishers on every single warrior longbow skill and it’s range and range traits. Look at the lame field on FT which engineers can’t use, look at the great field on longbow which warrior can make excellent use of. Engineers sacrificed weapon swaps and sigil/stat versatility for this crappy kit with it’s pathetic toolbelt skill. Then rebalance.
I’d say the first thing that needs to happen is for them to decide what kind of weapon the FT is to be: Condition, Power or Crowd Control? Because atm it falls short of each and only works limited as a damage dealer through sigils/food (to a much lesser extent since they fixed omnoms) or very situational use.
The auto-attack simply doesn’t do enough direct damage to be on par and only the #2 benefits from power otherwise.
Condition-wise it’s already slightly gimped by only applying burn as a damaging condition (not counting traits/sigils for a moment, since they still work better with traited pistols imo) and simply not applying it constantly enough.
The changes made last patch remedy this somewhat and are good to see, but not to the extent of being necessary or even on par in a true condition build.
The toolbelt just gives a very slight bit of extra burning on a rather long cooldown, the weakest toolbelt skill for any kit by far imo.
Personally I think they should make it more of a CC kit again, like it was in beta. We have a fair share of damaging kits already.
- FT#2: add some form of CC, either a daze or perhaps a fear (send your foes fleeing with a burning ball of hot lava?).
- FT#3: knockback is decent, but reducing the blowout distance might be good; no engie wants to push their enemy too far on a condition build.
- FT#5: increase the range or make it a short but persistent field (or both). A single melee ranged blind (hitting more than one enemy is rare with that range) with no damage or any other effect is a bit weak for a skill.
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I’m sorry, but after playing with the new flamethrower for a little bit… I would like to make some rebuttals..
1. FT1 is weak, and I agree with your sentiments.
2. FT2: I disagree with it saying it’s not credible damage, wholeheartedly. When traited, you can shoot this attack once every 5 seconds. It deals nearly 4k in AoE damage, if you connect with both parts, making for excellent burst at range, due to the remote detonation change. If I’m not mistaken, it scales really well with power.
3. FT3: I disagree with how useless you take it for. In PvE OR PvP, you’ve got melee-range interrupts coming up on a 12/15 second cooldown. At range, you’ve got instant-speed projectile reflection. The extra burning duration is icing on the cake.
4. FT4: yeah, Napalm could use a bit of work. 1 second of burning isn’t enough of a deterrent, especially when you can just roll through the wall. I still only use it for might stacks or the fire shield (which is nearly equivalent to might stacks)
5. FT5: yes, increase range.
I agree with the suggestions made thus far on the FT. But as everyone knows, we all have our own thoughts.
*FT#1: Increasing Range – Now this is a touchy topic because of the possibility that this could and more than likely will make FT king for literally everything aside from TC. I STRONGLY believe that it should get a buff on range, but not quite bumped up to 600. Along the lines of 500 seems like it is a mid/neutral zone that could drastically change the turn of the fight, but yet not give FT Eng’s the massive advantage in SPVP or WvWvW.
*FT#2: I don’t really like how this ability use gives no credible damage and waists your time to cast it. The margin of this ability is situational at best and provides no serious damage unless enemy is at max range and it explodes. In which case, it is then useful. I suggest changing this abilities ability from explosion to inflicting a 5 second burn on every target it hits, as well as increasing the cooldown to compensate for its power. Cooldown increase of say… 5 seconds?
*FT#3: This obnoxious knockback… I hate it. I never use it. Literally… NEVER. I have a bar that allows me to dodge. If I ever get put in that situation, I will just dodge instead. Safer for me to dodge rather than get hit by 5 targets while only knocking 1 of them back. I suggest revamping this so it is an AoE Knockback of 200 yards, adding a knockdown element of one second, and a burn of 1 second onto this. FT is about Flames and Smoke… Not poofs of air.
*FT#4: I agree with everything said so far in this post. Make a burning circle on the ground at the players feet with a 300 radius. Nuff said there. This would stop the hassle of moving your mouse to cast when you already have to constantly keep right clicking the target to keep your #1 ability on the target. Less hassle, more gameplaying, better party support.
*FT#5: Clean cut and simple as someone before me said, increase range to 240.Now onto that little toolbelt skill that is a hog of a useful toolbelt slot. I say instead of making this a shorter cooldown, just make it an instant attack ability. Dealing damage equal to your normal weapon damage that a player would normally do, and add a 5 second burn to it. Simple, worthwhile, and most definitely not a “Meh… I wish this was better… Don’t want to really use it…” skill.
The changes don’t seem to be to big to make it OP. And I’d love to have such a good blast finisher. Would make our lifes even smoother
And sorry but right now FT2 does really good damage, esp. compared to our other weapons. To say it’s not worth the cast is … silly. With enough power, crit, cirt dmg it’s an amazing ability and also more skill dependent compared to a one button auto hit cast.
I went Carrion (minor in power, no precision or crit dmg), and each part still hits like a truck. That one skill provides a nice chunk of my damage output, that I’m actually convinced that it may be overpowered in this incarnation.
The changes don’t seem to be to big to make it OP. And I’d love to have such a good blast finisher. Would make our lifes even smoother
And sorry but right now FT2 does really good damage, esp. compared to our other weapons. To say it’s not worth the cast is … silly. With enough power, crit, cirt dmg it’s an amazing ability and also more skill dependent compared to a one button auto hit cast.
I went Carrion (minor in power, no precision or crit dmg), and each part still hits like a truck. That one skill provides a nice chunk of my damage output, that I’m actually convinced that it may be overpowered in this incarnation.
Hmm yeah the might-stacking would probably hit the roof esp. with FT4. And this in an HGH build…
Might stacking is definately the way to go with FT. For sure.
But, all the same this toolkit remains subpar in spvp. Grenade kit seems to be, by far the strongest offensive kit.
I wouldn’t mind Juggernaut going back to giving Stability at the cost of reduced movement speed (the old Juggernaut). That way FT would fill the role of short-range point/bottleneck defender
http://wiki.guildwars2.com/index.php?title=Juggernaut&oldid=209198
Fojja – Vyxxi – Nymmra – Mymmra – Champion of Dwayna .. and more
Highly Over Powered Explorers [HOPE] – Desolation EU
hah yeah the Flamethrower is very op now, im getting over 18 seconds of burning on targets, it just keeps stacking with juggernaut, 3 × 15% burning ruins, incindary ammo etc.
Nice easy kills and with 10 or so stacks of might, its pretty crazy. anyway I’m loving it – for spvp i mean…
(edited by Ebola.1907)
What if they changed the last skill into the old effect of juggernaut?
For a certain time you get stability, but your movement is slower (and you lose the effects if you switch the kit). Maybe something like 6 seconds of stability, 30 second cooldown (slightly better than other skills that give stability, but with the drawback of slower movement).
This would also give the engineer a reliable way of getting stability, by the way.
Beside the last skill, i think that they should raise the first skills’ attack a little bit. The others are relatively fine (ok, maybe make the napalm a bit wider, so that i don’t have to be exactly above to use the finishers).
Ah, the old Juggernaut. It was an awesome trait. :O
FT1: Add range+5-10% damage or reduce channel time and keep the same total damage.
FT2: Keep it this way and add Weakness/Vulnerability or add a Blast finisher.
FT3: Remove prolonged burn and add 2 mightstacks for 5s.
FT4: Apply damage, burn and cripple when passing through.
FT5: Same as smokebomb.
i’d like to see napalm fire straight out from the nozzle of the ft like a stream of greek fire so that my asuran engie can run around peeing fire on people while laughing maniacally
the animation could be glue shot like in effect, but I like the “line” it creates a safe zone that you can strafe side to side through while your opponent is forced to pass in and out of it.
i also +1 the idea of a cripple on #4
Benn E Violence :: 0/20/30/20/0
You kittens don’t even know what the prefix “meta” means.
FYI, Flamethrower is not OP in PvE.
Flamethrower is in no way OP in PvE, grenades still clearly out-class it in terms of raw damage, AoE, and it even competes well in conditions.
The flamethrower, even with the recent buffs, is still not up to par. I’m in full Rampager’s gear exotic/ascended items with 60% might duration in runes. This is the best set to use to get the most damage out of flamethrower. I can get up to 25 stacks of might on my own and then my FT damage is respectable in terms of high DPS but it’s still comparatively weak to other classes.
i’d like to see napalm fire straight out from the nozzle of the ft like a stream of greek fire so that my asuran engie can run around peeing fire on people while laughing maniacally
A “toggle” would actually be kitten cool. Where you never turn the flamethrower off, it’s just a continuous jet once enabled, dealing damage X times per second, and proccing a burn every Yth tick.