(edited by Pewpew.9302)
How to fix flame-thrower
no one have an opinion on this?
2) – flame blast – make it a 2 skill combo with the blast being triggered.
That one is nice.
Btw: Wouldn’t this be better suited for the suggestion forum?
They also need to make Flame Blast Explode when hitting a surface rather then going through it and taking away our explosive AOE blast :/ It gets annoying when the shot for some unknown reason decides to fire downward and you lose a nice chunk of damage.
I actually like air blast. It’s nice to have a knockback that doesn’t also knock me over like the rifle (and even though flamethrower is closer range, I don’t feel it’s meant to be melee range like the tool kit). If flame blast didn’t always get obstructed after I use air blast it would be a good way to combo into an almost guaranteed flame blast hit.
But I agree with 4, I’d like it if napalm were an circle. It would make placing it and actually keeping enemies in the aoe much easier.
In general I think the flamethrower skills are fine. As it was said above, the AOE from 2 needs to be triggered when the projectile hits an object, it is incredibly difficult to use this ability in hilly, cramped, or indoor locations.
Aside from that, the only problem with flamethrowers, and its a big one, is not getting damage, runes etc from your equipped weapons.
I agree with the Napalm idea and DEFINITELY flame blast being a chain skill. But the only part of Flame Jet that is bugged is the animation randomly turning sideways, the cone where it hits is always the same no matter where the actual flame is. If you keep your camera pointed at the enemy you won’t miss.
I’d rather keep it a wall than have it nerfed in some other aspect to compensate. It’s great for combos and gives the flamethrower much higher damage potential on fixed defenses than on moving ones, which suits a flamethrower.
I do agree that the Flamethrower needs a fix, it needs to at least increase damage with your weapons stats.
Also, am I the only one wondering why Flame Jet isn’t auto-attack? It just strikes me as odd.
@Mobott: it’s a bug with all kits (and environmental weapons in general) that you have to manually reset autoattack. Only grenades on land of all engy kits can’t autoattack.
And flamethrower is NOT melee. It’s midranged. The skills proves so:
Flame jet: Midranged sized cone AoE. No bonus damage at close range.
Flame blast: a skill that works optimally at mid range, since the explosion will only work there. (and it’s NOT a bug that it doesn’t explode on target, the description says that it’s supposed to penetrate).
Blowback: Pushes enemies to midrange.
Napalm: line AoE, max range conveniently at midrange.
Smoke vent: close range blind. The only ability that works optimally at close range..
If you play it like a melee weapon, I can see why you think it sucks. Like how you’d think rifles suck if you play it as a long range weapon.
my only problem with flamethrower is napalm.
IMO, the game is all about moving and dodging, having a static aoe on the ground for any class seems counter intuitive.
making it a circle just doesnt seem good enough
my only problem with flamethrower is napalm.
IMO, the game is all about moving and dodging, having a static aoe on the ground for any class seems counter intuitive.
making it a circle just doesnt seem good enough
Think of it as area denial. Don’t forget that it’s a field and hence you (and/or allies) can also trigger finishers off it.
They also need to make Flame Blast Explode when hitting a surface rather then going through it and taking away our explosive AOE blast :/
I would love this too :P
Even if they reduce the damage :P
The damage on the one skill sucks, I’d take care of that first. Even running a power build with exiler b and quickness popped it tickles and is outperformed by pistol auto attack.
Not sure compared to other classes, but the engy feels kitten. I like playing as a flamethrower build with pistol side arm for range fights in WvW. However I feel like I do horrible damage and die too fast although I am only level 51.
I know flamethrower is not meant to be 1v1 but I can hardly damage people in those situations. Any of our kits have a stun or are they just knock back and cripple skills?
Anyways here is my build for 80 I want to do massive damage to massive amounts of people yet have decent survivability to live and heal when need be.
http://www.guildhead.com/skill-calc#MMMzz9MzMGoLMorlLMax0x0VckqVkq
Seems like the engy tries to be a jack of all trades requiring you to swap between everything while having to mass buttons and being penalized for switching to kits/weapons. Even when you do try to specialized you don’t have enough utilities and other classes can do what are trying to do better.
(edited by Isilith Tehroth.6047)
Agreed with everything except Backdraft suggestion.
They also need to make Flame Blast Explode when hitting a surface rather then going through it and taking away our explosive AOE blast :/
I would love this too :P
Even if they reduce the damage :P
Frankly I prefer it as it is. Having it penetrate and explode separately means that at the right distance, enemies can be hit with BOTH penetrate and explosion damage, which is somewhat significant, especially for a low cooldown skill.
The flamethrower is fine as it is effects-wise with the exception of napalm (#2).
1 does still need to be attuned with its aim, and certainly needs to be fixed with attacks against objects (since it misses a lot).
3 is perfect. Don’t change a thing on this blast back. It interrupts, it knocks people away from objectives, and it also can deflect projectiles (which I haven’t really tried that part).
4 is fine. It’s designed mostly as a flame barrier and combo field. If it causes burning to one person because they crossed it or applies burning to a single projectile, then it’s done its job.
5 is worth its weight in gold. Swap between this and pistols to give yourself a lot of chances to avoid attacks from enemies.
2 . . . Yeah, I agree that napalm needs some fixes, and the idea for explode on impact with a hard surface sounds good. For one, the knockback makes it think that the point of impact of the opponent’s body is below the ground. I don’t know why our #2 shot reads it that way, but it just does. This is an extreme problem as the #3 – #2 combo is very effective when it connects.
Loudmouth, lousy PvPer, and mediocre PvEer.
I don’t own, I just play
3) – Blowback – replace blowback with backdraft from beta (AOE pull with burn). This makes way more sense for the kit as its a close range kit.
Don’t change this. Blowback is an incredible low cd skill. It interrupts casts, 100blades from warrior, pistolwhip from thiefs and keeps basically everything at bay.
A flamethrower heavy build + pistol shield can has alot of CC and defense where Blowback has a major role.
Blowback + Blind(flame skill #5) + shield 4(block + aoe push) + shield 5(block ranged attacks + stun + throw) + pistol #3(blind) .
That’s 4 skills you can easily rotate and , as said eariler, blowback plays a major role.
Other then that I agree with everything else.
Actually, just a quick question. Why do you all think flamethrower is “melee oriented” when there’s only 1 skill which benefits being in melee range, which happens to be defensive only?
The FT is just short enough of range to allow quick leaps and runs into melee by opponents. But you can always get out of melee with blowbacks and (if you have dual pistols) the glue shot.
I’m perfectly fine with staying out of melee. I don’t want their grubby little hands on my flamethrower anyway. . .
Loudmouth, lousy PvPer, and mediocre PvEer.
I don’t own, I just play
I actually really like Blowback and don’t want to see it changed. Main reason being that once the target is pushed back you can still hit it with your Flamejet ability while they are getting up and running back to you.
I have noticed that the Flame Blast will fire through the floor and give you ‘OBSTRUCTED’ if you use it while walking backwards immediately after using Blowback. I back track because I want to make it the perfect distance for the explosion, but every time I do that, it fires through the ground. So ANNOYING
How about giving the #5 skill a smoke field?
Frankly I prefer it as it is. Having it penetrate and explode separately means that at the right distance, enemies can be hit with BOTH penetrate and explosion damage, which is somewhat significant, especially for a low cooldown skill.
I agree with ya :P
My human weak nature sometimes say some stupid things , while wanting a more easymode :P
/slap my face !
I will be honest here. The only problem with the flamethrower are the bugs. Everything else works out fine for what it is intended:
#1: A jet of channeled fire that must be aimed to hit. All good here, rewards skill by dealing more damage if you can keep it on target.
#2: A bit of direct damage up front, useful for finishing off low mobs or simply to pull a group into your flame wall as the range is longer than #1
#3: a line of fire that inflicts burning to mobs standing in it. No problems here. a line is just fine, it does not need to be curved to serve it’s purpose. luring mobs in by running back and forth through it will maximize it’s damage. or you just…
#4: Blast them back through when chase you. The knock back ability is there to give you some breathing room when you need to heal or set up the flame wall. in that purpose it shines, no it will not be praised for it’s work, but it will save you… not if they would just fix the bug where it decides not to work on occasions….
#5: another defensive ability, useful when you don’t want them out of your fiery reach, but still don’t feel like dying a horrible and gruesome death. works best when there are multiple enemies.
All of these abilities are useful for mid-close range combat, which is what the flamethrower is for. Now, can you please explain the problem?
I would like to see a change to Napalm personally. I’d say either make it a cone/line, or circle AoE or give it direct damage similar to the Ele’s Flamewall as right now ticking 1 second of burn when an enemy walks through it is not really enough imo. Especially given that it’s on a longer cooldown than flamewall.